Unique Units: Gurkha, Mahout, Mansabdars, Bandukh Torador, Shudra
Royal Guard Units: Bandukh Torador, Crossbowman
Home City Ruler: Shah Jahan- Emperor that extended Mughal Empire, and repelled the Portuguese in Bengal, commissioned the Taj Mahal, and turned the Mughal Empire into a military machine
Civilization Bonus: Gets two explorers
-Their unique villager, the Shudra is trained cheaper and quicker
-Explorers can also build outposts
Mughal EconomyThe Mughal villager, the Shudra, gathers slower than normal settlers, but they can be trained be trained quicker and cost cost 80 Food. Because of this the Mughals start with 10 Shudra, instead of the 7 settlers normally given. Once the Mughals get going, their economy is very good for rushing or booming, but they might only be a poor turtling civilization, because they really just have the basic wall and outpost upgrades.
Mughal MilitaryNormal Units- Cavalry Archer, Pikeman, Grenadier, Crossbowman, Falconet, Mortar
The Mughal Empire dominated because of their military might. They had an amazing combination of hand and ranged cavalry, hand and ranged infantry, artillery, and shock troops like elephants. The Mughals were almost unmatched on the battlefield, in one occasion wining with 12,000 against 100,000 at the battle of Panipat. The Mughals were very familiar with gunpowder weapons, producing their own kinds of muskets and cannons.
Mughals have some good counter units against cavalry and infantry, with good close range units being covered by two unique range units. Mughals can make claims without sending their very vulnerable Shudra to set up outposts by their Explorers having that ability, making it easy for Mughals to claim territory.
Unique UnitsGurkha: Light Infantry. Nepalese warriors that are famous for being in Indian kingdom armies and even the British Army. The Gurkhas follow the teachings or the warrior saint Gorakhnath. In battle they use their trademark weapon, the Kukri. The Kukri is almost a hybrid between an axe and a sword, and is steeped in much tradition. The Gurkha never draws his blade without drawing blood, and when no blood can be drawn, the Gurkha must give his own blood. Gurkhas are the Mughal equivalent of the halberdier, being very good against cavalry in close range, and is like the rodelero, a fast moving infantry unit. Gurkhas are vulnerable to infantry and rely on Mahouts and Mansabdars to take them out, along with crossbowmen. Mahout: Heavy Cavalry. Mahouts are the riders of elephants that can control the temperamental beasts as easily as a normal rider can control a horse. Elephants were used throughout Indian warfare, and were used primarily as shock troops, but when the elephants would sometimes turn around and charge into the ranks of ally soldiers, mahouts were used to calm the great beasts down and direct them to where they need to go. Mahouts ride on top of elephants and use a musket to shoot down infantry, but they are very slow, and need a good range to be effective without getting swarmed in hand combat. Mahouts are also good against buildings in melee mode, using the elephants as siege weapons to topple buildings, and anything that gets in its way.Bandukh Torador: Heavy Infantry. Bandukh Torador were Indian made matchlock muskets used until the 20th century. They were very powerful muskets that were used like the British longbow in the Middle Ages to take down cavalry. Bandukh Torador work in good synchronization with Gurkhas, laying down oppressive fire to the cavalry, so the Gurkhas can get into melee and take out the cavalry. Mansabdars: Heavy Cavalry. High ranking troops of the Mughal Empire’s army that were personally appointed by the emperor. They were the commanders and overseers of the great cavalry tactics that marked the Mughal Empire’s military conquest. Mansabdars use long sabers in combat and are good against infantry, they work well with Mahouts as the Mahouts give offensive fire to the infantry, letting the cavalry come in and take them down in close range. Shudra: Unique Settler. The lower caste of the Mughal Empire, Shudra are common farmers and laborers. Shudra train faster and cost less than normal settelrs, but gather slower. Shudra are also weaker than normal settlers, making a raid against the Mughals a very serious and deadly thing. Shudra also have a higher limit than settlers, with 120 as the limit because in the Mughal Empire, there was no shortage of population or labor. To protect Shudra, defensive measures should be taken to keep enemies out. Unique Unit StatusGurkha
First Available: Colonial Age II
Cost: 80 Food 40 Coin
Population: 1
Hitpoints: 160
Speed: 5
Resists: 15% hand
Melee Attack: 20
Melee Rate of Fire: 1.8
Melee Range: 0
Melee Bonus: x2 vs. cavalry
Siege Attack: 20
Siege ROF: 3
Siege Range: 0
Siege Bonus: noneMahout
First Available: Fortress Age III
Cost: 300 Food 200 Coin
Population: 4
Hitpoints: 800
Speed: 3.5
Resists: 15% hand 10% ranged
Range Attack: 11
Range Rate of Fire: 1.5
Range: 16
Range Bonus: x2 vs. infantry
Melee Attack: 18
Melee Rate of Fire: 1.5
Melee Range: 0
Melee Bonus: none
Trample: 60 hand damage (Not upgraded with guard and veteran upgrades)
Siege Attack: 80
Siege ROF: 3
Siege Range: 0
Siege Bonus: x2 vs. buildingsMansabdar
First Available: Fortress Age II
Cost: 60 Food 100 Coin
Population: 2
Hitpoints: 310
Speed: 6.75
Resists: 10% hand
Melee Attack: 25
Melee Rate of Fire: 1.5
Melee Range: 0
Melee Bonus: x2.5 vs. infantry x3 vs. artillery
Siege Attack: 40
Siege ROF: 3
Siege Range: 0
Siege Bonus: noneBandukh Torador
First Available: Colonial Age III
Cost: 65 Food 35 Coin
Population: 1
Hitpoints: 150
Speed: 4
Resists: 15% hand
Range Attack: 25
Range Rate of Fire: 1.5
Range: 12
Range Bonus: x2 vs. cavalry
Melee Attack: 14
Melee Rate of Fire: 1.5
Melee Range: 0
Melee Bonus: x2 vs. cavalry
Siege Attack: 15
Siege ROF: 3
Siege Range: 0
Siege Bonus: noneShudra
Age Available: Discovery
Cost: 80 Food
Hitpoints: 100
Population Cost: 1
Population Use: 1
Population Limit: 120
Resists: 5% ranged
Speed: 4.5
Attack: 3Unique TechnologiesJagir Territory- Shudra HP and gathering rate is increased (Age IV 320 Food 265 Coin)
Urdu Language- Shudra train 30% faster (Age III 400 Food 200 Wood)
Brahmin- Infantry and cavalry have more HP (Age IV 280 Coin 260 Wood)
Persian Architecture- All buildings are 25% stronger (Age III 400 Wood)Royal Guard TechnologiesJezail- Upgrades Bandukh Torador with 30% more HP and damage (Age IV 1000 Coin 1000 Wood)Kshatriya- Upgrades Crossbowmen with 50% more attack (Age IV 1000 Coin 1000 Wood)Unique CardsSubkingdoms- Ships 10 Pindari and 15 Marathi Snipers (Level 10)
Emperor’s Crossbowman- Allows the guard and imperial upgrades to be available for Crossbowman (Level 20)
Anukusha- Mahout attack increased (Level 7)
Sultanate- Explorers’ attack and HP is increased (Level 7)
Improved Kukri- infantry melee attack is increased (Level 5)
Land Revenue- Plantations slowly produce Coin by themselves (Level 15)
Red Fort- Allows a fort wagon to be shipped to your colony (Level 3)
Zamindar- The cost of Shudra is lowered to 50 Food (Level 25)Civilization Weaknesses
-Shudra are weaker and gather slower than normal settlers
-Mughals don’t get any shipments of Shudra, artillery, or ships
-Mughals have no Culverins, relying on mansabdars to take out other artilleryI worked hard on this and feedback is welcomed, especially about Shudra and the weaknesses. So tell me what you think.
Cosmopolitan? Check.
[This message has been edited by Yamato Take (edited 02-26-2006 @ 05:32 PM).]