Dravidians have always felt a bit off to me. Like some core part of the civ is missing. People have complaints about the mobility of the civ, but that in of itself hasn’t felt like a huge deal, personally.
Knights have traditionally been the all-rounder and raiding unit. When the meso civs were included, the devs recognized the issue and added eagles as an alternative. Then, the Indian civs came out. Gurjaras got Shrivamsha raider, Hindustanis got ghulams, and Bengalis got Rathas. That leaves Dravidians with no knights, and no knight alternatives for raiding.
So, it feels like the devs have taken every other civ into consideration for this issue. Let me repeat, every civ except Dravidians get a decent raiding unit.
This isn’t just a “the worst stable in the game” issue. This is a “a central part of mechanics is missing” issue.
Just to be clear, let me describe a raiding unit. A mid-game raiding unit should be mobile (speed of ~1.2 or above) and, it should have decent pierce armor ##### ## above). Gold isn’t a huge issue at this stage of the game. So, expensive units are fine. However, they should have enough health to withstand 3-4 volleys of arrows from fully garrisoned TCs, and 2-3 volleys from ungarrisoned castles.
Urumis might have counted a decent raiding unit, except they drop like flies to castle or tc fire.
Lastly, I want to emphasize how important a general raiding unit is in the game. This is the unit you send out around the map to find your opponent’s secondary bases. This is the unit that you use when your opponent make 2-3 scorpions to deal with archers/infantry. You need this unit to pick off trebs under an enemy castle in early imp (before you get bombards out) and most importantly, you need this unit to threaten your opponent’s cav archers.
This seems pretty weird to me, as raiding is one of the most important part of open land map games. Do you think this is a problem? How would you fix this?