Dravidians as a civ design in AOE2 has been problematic. They are not an economy civ. The 200 wood per age is only useful in the hands of high level players doing high APMs. No wonder Dravidians have the lowest playrates. The difference margin of 15% with the second worst civ Bengalis is the highest across all elos if you consider Frank and Mongol playrates as outliers. Based on inputs from @Pulikesi25 , @SMUM15236 , @KHANATTILA , @Zelley00 , @filtercoffee488 , @UpmostRook9474 and few others I managed to modify their main bonus and work around their tech tree weakness.
Dravidians is typically played as a meso civ without a good dark age economy bonus or Eagle warrior line. Feudal age is their best timing advantage. A typical player will try scout rush with the 200 wood. But only for Dravidians, that is not a viable strategy for feudal agression considering their long term options. They donât get bloodlines to play all-in feudal on open maps. They donât get knights to make use of castle age powerspike. Knights even without bloodlines or husbandry is a potent unit in castle age which a battle elephant is not. So they lack flexible military options for win condition from feudal age. A stable in feudal age is just waste of your early bonus.
The problem becomes glaringly evident in castle age where Knight line is completely missed. To compensate, they donât get good monks or better light cav. My personal opionion is Bengali bonus of +3/+3 armour monks would have been more useful for Dravidians. What Dravidians get are the worst battle elephants in the game and probably the best elephant archers though the bar is not that high. Dravidian Elephant archers are better dps wise than regular archers but with lesser speed of 0.9 tps meant to replace cav archers who prevail over knights by speed to ensure range advantage + micro. Elephant HP means nothing if you canât do considerable damage and raid quickly like cav archers.
The castle age is where the tech tree limitations become glaringly apparent and in the initial release they had no answer to siege push at any stage of the game. This flaw was mitigated first with bombard cannon addition and then later with a wierd Siege wood discount. However both are band aid fixes like giving +2 bonus attack for Bengali cavlary and do not address the knight + skirms push which strikes at Dravidian achilies heel and lack of offensive mobilie units. The siege discount is also annoying since it pushes your gameplay in a uni-dimensional manner instead of an economic bonus which is more flexible. However currently, there is no space to accomodate a new bonus. So I propose to merge the 2 wood bonuses Dravidians have into 1.
- 200 wood per age + 33% siege wood discount â âReceive 10 wood per villager trained till arriving in imperial ageâ
The bonus will guarentee a good early start to the equivalent of a single lumber jack in dark and feudal age. If Dravidian player manages to hit a good imp timing at 60 pop, the extra wood collected will be 600 wood which equals the original bonus and any more extended play will guarentee more wood for Siege and other military units. Since the bonus comes in dark age, the value of wood is far more useful than getting it all in one go in feudal. In castle age, it gives additonal wood for siege just like the current bonus.
Dear forum, How do you think Dravidian playrate can be improved with change in bonus or tech-tree?
- Receive 10 wood per villager trained till arriving in imperial age
- Receive 200 wood on reaching new age & 33% siege wood discount
- Receive 200 wood on reaching new age & a new bonus
- Some other tech-tree changes are needed for the civ
- No bonus or tech tree changes needed for the civ
- I donât play Dravidians