Friends, this is just my take on how Urumi swordsmen can be made a viable unit by removing some unnecessary gimmicks and tweaking their stats to function like a proper unique unit which covers the civs’s weakness and functions like a swishiy batttle elephant.
Urumi Swordsmen - Ideal to fight against multiple opponents at the same time
Removed gimmicks :
-
Charge attack -
Armour ignoring splash damage.(No benefit from woots steel)
Changes
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ROF - 1.5 (Increased from 2 to 1.5, Urumi becomes the fastest attacking infantry in the game (excluding Samurai benefitting from civ bonus), 33% faster attacking than now)
-
Melee attack - 5, 6 (Elite) (No charge attack and regular attack does splash damage always)
-
Ability - Splash damage of 50% strength in 0.5 tiles radius (Every attack does area damage to nearby units)
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Pierce armor 0 → 2 (Increased by 2)
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Cost 40 Food and 40 Gold (Balanced to be better value than longswords in castle age , but not spammable in late imp)
Result - Fast attacking ability which deals splash damage in a 0.5 tile radius. Urumi’s weight was on the handle. So it was very handly to strike quikly compared to swords which weighted towards the middle. The weapon itself was good to fight multiple opponents at the same time better than sticks. The fluidity is what contributes to the pace of attacks. So a faster hitting Urumi design is ideal. Dravidians struggle against skirms in castle age. Urumi with these stats will be good against bunched up units like skirms. Knights can intervene. But it will cause them at least 1 dmg in due to blade splash. Urumi’s speed makes them good against Siege as well espcially once they close the distance. Most importantly, this design does not overlap with swordsmen role. Urumi will not have some in-significanct role in Dravidian gameplay once this change is implemented.A swishy shirtless infantry doing charge attack like heavy cavalry or elephants just does not look possible and especially with the charge bar working like a battery bar of a plugged in smart phone.
Trained at
Food
40
Gold
40
Training time
9 seconds
Statistics
Hit points
55, 65 (Elite)
Melee attack
5, 6(Elite)
Attack bonus
+2, +3 (Elite) vs Shock infantry
+1, +2 (Elite) vs Standard building
Reload time
1.5
Melee armor
1
Pierce armor
2
Armor class
Speed
1.1
Line of Sight
5
Ability
Deals a blast attack of 50% strength in 0.5 tiles radius
Below is the damage calulations, which point to an Urumi swordsmen who is extremley good in situations where numbers are not in Dravidian favor just like real Urumi fights vs other weapons.

