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This article is about the civilization in Age of Empires III. For other uses, see Indians.
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The Mughal Empire was an early-modern empire in South Asia. It was known as one of the largest empires in the history of South Asia.

The Indians' civilization music theme in the Definitive Edition

The Indians are one of three playable civilizations featured in Age of Empires III: The Asian Dynasties. The civilization is based on the Mughal Empire that controlled the vast majority of present-day India and surrounding territories, led by the illustrious ruler Akbar the Great under whom the empire reached its greatest extent.

Home City[]

Homecity Indians DE.png


The Indians' key economic distinction is that they require Wood to train their Villagers. This requires an overhaul of the usual economic strategies used by most civilizations, making Indians essentially the "Dutch of the East". Instead of sending Villagers to forage berries or hunt animals, an Indian player focuses on chopping wood to accelerate their economy, leaving them somewhat vulnerable if they start on a map with few trees. However, the Indians receive the first two wood gathering upgrades (Water Wheel and Regenerative Forestry) for free automatically. Indian players also need to distribute gathered wood between building Houses or training Villagers early in the game. Fortunately, Indian players will receive free Villagers with every shipment, much like how Germans receive Uhlan with every shipment, although the Indians lack any villager shipment cards. Due to this unique ability, Indian players are considered to be far too reliant on the Home City card deck, thus, a blockade would be devastating.

Note: Indian Villagers' cost can be changed from wood to food with The Raj Home City Card.

The Indians are unable to slaughter cows and other livestock, including Water Buffaloes, Yaks, Goats, Sheep, and Llamas, but this is viewed as a bonus rather than a handicap (they are also free to slaughter other animals for food). When a livestock is obtained it generates experience over time, which can be increased by tasking them to a Sacred Field. The livestock XP generation rate varies depending on the animal in question; a Sacred Cow, for example, gathers 5 XP every 50 seconds if not tasked to a Sacred Field, while a Llama generates 5 XP every 40 seconds; which increases to 25 XP every 100 seconds and 80 seconds respectively while tasked on a Sacred Field.

Like the Spanish, the Indians' main advantage in battle is a wide and balanced selection of units. The Indians have one of the most well-balanced armies in the game. The Indians have a unit to fulfill every role in battle - their Sepoys fight well as Musketeers, the Gurkhas provide good Skirmisher support, and Rajputs help shield the long range infantry and assault enemy lines. The Indian hand cavalry, the Sowar, is fast, even when compared to other cavalry, although fairly fragile. The Indians have another hand infantry unit, the Urumi. The Urumi can only be sent from the Home City as it is one of the most vital constituents of any Indian force. The Urumi has bonuses against heavy infantry and ranged cavalry, although it is a hand infantry unit. The Indian dragoon is the Zamburak, equally quick footed as the Sowar, though just as fragile. In order to re-balance the generally fragile camel units of the Indians, the Indians' primary shock troopers are their mighty elephants - powerful cavalry units with incredibly high hitpoints, siege and splash damage.

All Indian units are unique, although most are modeled after a particular European civilization's troops. The Mansabdar units can be visually identified easily during combat; protecting them is an important endeavor if they are trained.


  • Receives a Villager with Home City shipments (except TEAM and INFINITE ones)
  • Villagers cost wood instead of food, cannot gather food from livestock which generates XP instead, and gather export as they gather resources
  • Gets the first two wood upgrades for free automatically.
  • Build the Consulate to ally with a European civilization and get their units and technologies by spending export
  • Build Wonders to advance in Age

Unique units[]

Indian villager.png Villager: An Indian villager that does not eat livestock. Gathers all other resources.
Brahmin.png Brahmin: Religious leader and healer with a Stomp area attack that can stun Treasure Guardians. Explores, fights, and builds Town Centers and Trading Posts.
Indian Sentry.png Sentry: Quick-training, Pikeman who quickly loses hitpoints, becoming less effective over time.
Indian Irregular.png Irregular: Quick-training, musketeer who quickly loses hitpoints, becoming less effective over time.
Rajput.png Rajput: Fast-moving sword gauntlet infantry. Good against cavalry and buildings.
Sepoy.png Sepoy: Powerful Indian heavy infantry that has a slight bonus versus cavalry at range and a large bonus versus cavalry at melee.
Gurkha.png Gurkha: Nepalese skirmisher that is accurate to a long range. Good against infantry.
Urumi.png Urumi Swordsman: Uses a sword whip that does area damage. Good against heavy infantry. Available only from the Home City.
Sowar.png Sowar: Indian hand cavalry that rides a camel. Good against archers, skirmishers, and artillery.
Zamburak.png Zamburak: Ranged camel cavalry. Good against cavalry.
Mahout Lancer.png Mahout Lancer: Heavy hand cavalry that inflicts wide-area damage. Exceptionally deadly against archers and skirmishers.
AoE3 Howdah.png Howdah: High-hitpoints ranged Elephant cavalry effective against cavalry and artillery.
Flail Elephant.png Flail Elephant: Powerful Elephant from India that swings a mace for area damage. Good against buildings.
Siege Elephant.png Siege Elephant: Elephant armed with a cannon. Good against artillery and buildings.

Unique buildings[]

Sacred field.png Sacred Field: Livestock generate more experience points when tasked to a Sacred Field. Trains Cows.
Rice paddy.png Rice Paddy: Slow, infinite source of Food or Coin. Limited to 10 gatherers.
Mango grove.png Mango Grove: A grove of mango trees that can be harvested for Wood.
Monastery icon.png Monastery: Trains repentant outlaws and mercenaries. Provides Monk improvements.
Indian castle.png Castle: A powerful defensive building that can also train and upgrade artillery.
Consulate Portrait.png Consulate: Spend Export here to enter into relations with European powers and gain a powerful bonus. Also use Export to purchase European troops and technologies.
Caravanserai icon.png Caravanserai: Trains and upgrades hand and ranged cavalry.


Agra fort choice.png Agra Fort: Powerful, defensive building that can also train units.
Charminar gate choice.png Charminar Gate: Trains mansabdars that increase attack and hitpoints of your troops.
Karni mata choice.png Karni Mata: Increases gather rate of nearby units.
Taj mahal choice.png Taj Mahal: Casts the Cease Fire ability to stop combat.
Tower of victory choice.png Tower of Victory: Casts the Inspiration ability, which greatly increases the attack, hitpoints, and speed of your land units.

Home City Cards[]

Main article: Indian Home City Cards


Alliance Indians.png

The Indians are also a Fortress Age Alliance option in Age of Empires III: Definitive Edition - The African Royals, available to the Ethiopians. As soon as the player advances into the Fortress Age or higher by allying with the Indians, a Indian Market Builder appears at the Home City shipment point, which can be retrained at Town Centers if it or the Market are destroyed, allows Mahout Lancers and Howdahs to be trained at the Palace, and the following technologies to be researched at the Mountain Monastery:

Technology Cost Description
Goa Followership.png Goa Followership 500 influence Receive 1 Villager with every future Home City shipments
Good Will Agreements.png Good Will Agreements 1,250 influence Mahout Lancer and Howdah cost -15% and uses -1 population


Fortress age up.png 1 Indian Market Builder and 500 influence
Industrial age up.png 1 Indian Market Builder and 800 influence
Imperial age up.png 1 Indian Market Builder and 2,000 influence


The Asian Dynasties[]

  • The Indian Home City cannot be customized.

The African Royals[]

In-game dialogue[]

Indian units (including native warriors and mercenaries) speak Modern Hindi.


  • आदेश [Ādeś] (command)
  • तैयार [Taiyār] (ready)
  • हाँ? [Hān?] (yes?)
  • हैलो? [Hello?] (hello?)
  • मैं करूँगा [Main karunga] (I will do it – masculine)
  • मैं करुँगी [Main karungī] (I will do it – feminine)
  • मैं जा रहा हूँ [Main jā rahā hūn] (I am going – masculine)
  • मैं जा रही हूँ [Main jā rahī hūn] (I am going – feminine)
  • हाँ [Hān] (yes)
  • सही [Sahī] (right)
  • युद्ध करने के लिए [Yuddh karne ke liye] (to do war – To war/To battle)
  • हमला [Hamalā] (attack!)
  • हाँ! [Hāṃ!] (yes!)


  • Female Build Makān banāne wālā (मकान बनाने वाला) - Builder
  • Male Build Makān banāne wālā (मकान बनाने वाला) - Builder
  • Female Farm Kisān (किसान) - Farmer
  • Male Farm Kisān (किसान) - Farmer
  • Female Gather Coin Kamāne wālā (कमाने वाला) - Earner
  • Male Gather Coin Kamāne wālā (कमाने वाला) - Earner
  • Female Gather Fruit Khurāk ḍhūndne wālā (खुराक ढूंढने वाला) - Forager
  • Male Gather Fruit Khurāk ḍhūndne wālā (खुराक ढूंढने वाला) - Forager
  • Female Gather Meat Śikārī (शिकारी) - Hunter
  • Male Gather Meat Śikārī (शिकारी) - Hunter
  • Female Gather Wood Lakaṛa-hārā (लकड़हारा) - Lumberjack
  • Male Gather Wood Lakaṛa-hārā (लकड़हारा) - Lumberjack
  • Female Repair (not used in the game)
  • Male Repair (not used in the game)


  • Disabled Svargagāmi (स्वर्गगामी) - Going to heaven
  • Revived Śarīr mar saktā hai par ātma amar hai (शरीर मर सकता है पर आत्मा अमर है) - The body can die but the soul is immortal


  • The Indian flag in The Asian Dynasties appears to be a combination of the Mughal Empire (sun and lion over green field) and Maratha Empire (plain pale orange field) flags. For the Definitive Edition, this was changed to the war flag of the Mughal Empire (1526–1540 and 1555–1857).
    • However - as this design is non-rectangular - the Home City shipment icon, civilization selection screen, and post-game leaderboards all use a flag that resembles the war flag of the Mughal Empire, featuring the lion and the sun surrounded by stars, but with a rectangular design.


The fall of India’s mighty Mughal Empire coincides with the rise of British rule in the subcontinent, occurring in the 18th century; yet even as the British established control, their arrival was little more than the last blow to an already struggling native dynasty. The Mughal Empire, bastion of high culture, geographic expansion, and military might, had fallen.

The Mughal Empire has its origins in neighboring Afghanistan and Turkestan, where descendents of the Mongol Empire had become Muslims and where the Muslim ruler Babur began forming the foundations of a new kingdom in 1504 with the seizure of Kabul, and territories leading east into the Indus River Valley. In 1526, he pushed further into India and defeated the last of the Delhi Sultans, Ibrahim Shah Lodi, at the First Battle of Panipat. Babur’s son Humayun succeeded him in 1530, but quickly lost most of the newly won territory. For a time he ruled in exile, but eventually raised an army large enough to march back to Delhi in 1555 and conquer it a second time.

Next in the line of succession was Humayun’s son Akbar, who succeeded his father on 14 February 1556, while in the midst of a war against Sikandar Shah for the reclamation of the Mughal throne. Akbar won his first victory at the age of 13 or 14, and quickly established himself as a confident ruler who had a vision for the future of his empire. He created fair taxes, built an efficient government, placed an emphasis on high culture, and encouraged radical religious tolerance. Because of his contributions, Akbar is considered the greatest of the Mughal rulers.

The Mughal Empire only lasted for another one hundred years. Its last great ruler was Aurangzeb Alangir, a zealous Muslim who abandoned the tolerance of his predecessors and began to crack down on other faiths, especially the Hindus. During his fifty-year reign, religious prejudice drove a wedge between the ruler and his subjects. Aurang’s intentions were to force the Hindus to convert. Temples were despoiled and a tax for non-Muslims was introduced.

Following Aurang, the Mughal Empire suffered from a lack of powerful authority, causing regional nawabs, or governors, to split and found their own kingdoms, such as the Marathas in the south and the Sikhs in the north. The next 27 years of the Mughal Empire were spent in clashes with its neighbors, and in 1739, invading Persian and Afghan armies invaded Delhi.

The greatest empire in India had crumbled and individual kingdoms rushed to gobble up the pieces. The stage was set for the British, who would overpower the smaller weakened kingdoms and in doing so would gain control the country.
—In-game history section