Dravidians - Patches are making the civ design worse off

The bonus is an eco bonus. Dravidians don’t have any eco bonus past reaching castle age. Wood is the most important resource in the early game till late castle age. Since devs decided ‘wood’ bonus as Dravidian theme, they came up with this weird bonus. It is an eco bonus. Even if Dravidian player is making Siege, they won’t run out of wood for farms and buildings. When a typical civ reaches imp, you will find yourself lacking wood to make siege. Mostly you need to buy wood from market to make trebs. Dravidians have this risk mitigated with discounted SIege. But they will need to eventually transition to a ‘food’ economy to make elephants as well as trash units ideally.

Medical corps as a civ bonus will not help any elephant civ and definitely not Dravidians. Making elephants in castle age will doom Dravidians to play forever castle age. You are never going up and its easily countered by monks. Unless you can do a surprise strategy, making elephants like knights in current meta is shooting yourself in the foot.

Dravidians don’t get any gold bonuses. They don’t get monks with a full tech tree. Dravidians don’t have illumination. When you don’t get better monks than 30 other civs, ‘Free Atonement’ will not fix the civ.

If we are talking about giving any free techs to Dravidians, then @Zelley00’s idea of free ‘Ballistics’ is better than any monastry techs. It’ll help with a early caste age powerspike with cross-bow push. It saves a lot of wood which is Dravidians theme. Small crossbow groups can do raids and even snipe monks. Buildings like TCs and castles will become better at protecting economy from raiding units. You don’t need university in castle age which is a big boost to Dravidian gameplay.

Yes, your assessment is correct. Siege does counter elephants. But Devs have not made that change definitive. Elephant archers are still countered by skirms. Currently, a castle age EA with higher gold cost than cross-bow and similar speed is countered by a few left over un-upgraded skirms from feudal age. Unlike cav archers, Elephant archers can’t run away from skirms which makes the the unit useless. Skirms should be transition unit against elephant archers for gameplay to make sense. EAs archer armour should be zero or one not -4. Due to their high gold cost, elephant archers should counter skirms. Elephant archers should be countered by scorpions and scorpion bonus damage to ‘war elephant’ class armour should be increased by 10.Then Scorpions and elephants will have a definitive role against one another. Elephants are too easily countered by monks. So all elephants by default should have 12 LOS which is one tile more than a monk. It also increases the utility of elephant units in a scouting role and may even lead to elephant scouts for new civs.

Agreed. But is that an elegant solution since its completely determined by micro and getting lucky with attack ground?
If Dravidian Siege had 20% more HP, then they can easily counter enemy siege 1vs 1 even if its celts. A low elo player could counter enemy Siege with Dravidian siege.

Unless Elephant archers get bonus damage against siege or reduction in damage from siege, they can’t counter siege. But Elephants are just not feasible in castle age unless Dravidians get a huge discount on elephants or economy bonus like Georgian 10% workrate around fortified church or Armenians 40% extra economy bonus. Dravidians are better-off with cross-bow upgrade.

Yes, I agree. It has made them worse. But Armoured elephant is not going to fix the the problem. The unit is neither durable nor resource efficient. Their small numbers are not good enough to make a difference. Rams are probably more useful since they can garrison infantry as well which helps it against cavalry archers.