I see the problem with Dravidians almost every time; they end up in a skirm/pike comp going into castle age, and that comp simply dies hard to knight/skirm. Other civs have camels, knights, or monk bonuses to make countering them that way more viable, but Dravidians uniquely have no camels or knights, and they lack redemption on their monks. They have siege bonuses, but siege isnât exactly great against knights, and has the same exact weaknesses as skirms.
Without a fast power unit they simply cannot press their advantage for a climactic fight that wins the game. A handful of knights can wipe out all an enemyâs skirms and give a HUGE advantage, but if your only viable anti-skirm option is your own skirms, youâre forced into a slow, painful war of attrition, where even a single mistake can mean losing.
And to be clear, Iâm fine with this; it works fine, as long as they can survive for long enough that losing a mass of skirms isnât the end of the game for you. They just need a way to survive that long.
Itâs not just that; itâs their tech tree and other bonuses.
- Skirms are obviously a counter unit.
- Cheap pikes with cheap bonus techs are obviously a counter unit.
- Longswords with cheap Gambesons are a skirmisher counter unit.
- Elephant Archers are an archer/melee counter unit.
- Even cheap siege is basically a counter unit.
- And the more I play around with them, the more Urumi Swordsmen feel like a counter unit, as well; theyâre basically a combo of a swordsman and a pikeman, capable of defending siege, skirms, and elephants from damage via their high upfront damage that encourages having enemies running around them to get to another unit, without the massive weakness to skirms and crossbows.
At the same time, they have no real âpowerâ units. Battle Elephants are too poor and costly to get into to qualify. They have no real bonuses towards their archer line. They donât have knights. Their infantry are just cheap, not strong. Their Unique Unit is not particularly effective in that role unless massed far more than is reasonable. Same goes for the Elephant Archers.
What I see is a host of counter options and no real power options to speak of.
How? I just donât see it. They have no powerful aggressive options. Itâs a complete change in character for them.
Sure, but Dravidians have powerful bonuses of their own. Balance those out, and the main things Dravidians are missing is a defensive bonus.
Practically speaking, it usually takes about 40 wall tiles to cross the entire map, or about 200 stone. Try it out in the editor. You do have to use natural obstacles and terrain, but it IS possible.
Since youâre building faster, due to the build speed bonus, you actually end up losing less than a normal civ would lose via building ordinary walls in most cases.
Itâs true that a castle will punch through, but a castle is also a HUGE investment, and with your siege bonus, youâll be perfectly placed to counter their attack wherever it comes. If youâre surviving that long without damage, youâre already past your point of greatest weakness!
No different from any other civ. It takes the same number of walls and about the same amount of resources, but with far better long-term results, assuming you get the +100% build speed bonus Iâm talking about.
I thought about a tower bonus; the problem is, this could make them even stronger on water maps, where theyâre already top-tier. Ideally, any bonus they get will be specifically focused on open maps, where theyâre weakest.
The nice thing about a wall build speed bonus is, it directly scales in power to how much the player has to wall. On maps with little or no walling, like arena or black forest, it will make little difference. On maps with lots of walling, like Arabia, it will make the most difference. Perfectly tailored to their greatest weakness!