Hindustanis: their tech tree was already awkward, the big spot I found is that they took away Parthian Tactics. Now their CA is very average, and basically not worth teching into as a long-term unit.
I guess the rationale was that they got an allegedly strong new UU? And also the 7+2 range HC with extra armor?
HC is still a gimmicky unit, we will have to see what damage they can do at 9 range. Potentially they can be very strong as range is what holds HC back the most, but accuracy I reckon at 9 range will be abysmal.
The civ still spectacularly lacks the last infantry armor (relevant mostly for Ghulam who get only 2 melee armor in their final form), lacks Knight-line and lack Arbalest.
Gurjaras: this to me seems the big loser of the DLC, their tech tree is very awful, they lack most key technologies, including Siege Engineers, Parthian Tactics, last Archer armor, Arbalest. They don’t even get Champion to counter full Halb play. It seems to me that this civ dies to full Halb, the ONLY answer they have to full halb is their UU, which is locked behind a Castle and overall doesn’t seem a true power unit, basically it’s an infantry version of Scorpion, which is a strong but also very niche unit.
The civ doesn’t even get Champion (though they get Supplies, good troll by the devs ) and they don’t get the last melee attack upgrade. Their allegedly good cavalry, thus, in spite of having +4 armor from the UT, are 7+2 Hussars (which don’t 4 shot Villagers) and 7+2 Heavy Camel Riders.
Their other UU, the Shrivamsha Rider, doesn’t seem like it does significantly better vs Archer-line than Light Cav, it might be (in theory) more tanky if the Crossbows all shoot different targets, however in an Archer-line counter I’m mostly looking for bonus DMG (or high base DMG like in case of Knight-line). Maybe if Gold cost was reduced to 10g, I could maybe consider dropping 5+ Stables and making this unit, but at current price it doesn’t seem a good deal also considering how badly the civ is gasping for an Archer-line counter (they don’t get last archer armor on Skirms, either, remember).
I see the civ being maybe good in TGs where they can counter very well Paladin flood but that’s the ONLY thing they are good at.
Bengalis: I’ll be brief, it seems they are the best civ of the DLC. Strong Elephants with bonuses for what Elephants struggle the most against, and they have (from memory) the best Elephant Archer also. This will be a strong TG civ I think. Their UU, the Ratha, also complements their army composition well and I think the most common army composition will be 5-10 Ratha to snipe Monks/go in melee vs Skirms and a line of Elephants behind. Needless to say, Ratha seems also like it’s a good Castle Age power unit (I don’t think it’s that good in Imperial though where its low attack holds it back).
Dravidians: these guys are basically very similar to Malay both in terms of tier and in terms of army composition they can go for. I think Dravidians are slightly stronger because Malay rely on flood of low quality unit whereas these guys have some of the best Champions in the game and also FU Arbalest. No BBC and a VERY bad Stable really suck though so I could see these guys getting outflanked/raided hard by high mobility civs which seems their intended weakness.
Overall: if there are 4 tiers, S, A, B, C
Gurjaras: C tier
Hindustanis: A-- tier
Dravidians: A- tier
Bengalis: A+ tier
This is my take on new DLC civs after examining their tech tree ingame and some tests vs AI.