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Difficulty: easy
Winning chance: medium
- Faction
- Barbarian
- Land fields
- 319
- Starting population
- 588,500
- Provinces
- 2
- Cities
- 3
- Currency
- Rupie
- Growth material
- Wood
- Starting treasury
- 2,000,000
- Starting ships
- 3
- Starting trains
- 3
Historical background
The name stands for ancient India, which Chandragupta Maurya united around 320 BC into the first great empire of the subcontinent. The Seleucid envoy Megasthenes came to his court at Pataliputra, and his account shaped the Greek picture of India. His grandson Ashoka turned to Buddhism after the bloody war against Kalinga and had his edicts carved into rocks and pillars. The Maurya Empire broke up around 185 BC; only the Guptas reunited large parts of the north in the 4th and 5th centuries AD.
Read more on Wikipedia ↗
Strategic overview
India is a hard realm and not one for a first game: large, but poorer in deposits than almost any other, with only two kinds of tribe, both on foot. It lies in the south-east corner of the map, with the map edge to the east and south. All three land neighbours are barbarian: the Scythians to the north, the Kushan to the west and China to the north-east.
As a barbarian realm you raise Tribes, up to 5 a month, the last two of them at a surcharge. Your troops are cheaper and more numerous but of lower quality. You can only form a friendship with other barbarian realms.
What to watch
- Friendship is possible with each of your neighbours, and you need it. The Scythians are your longest neighbour: an early peace with them keeps your longest front quiet.
- You have neither food nor salt deposits. Food only grows in Latifundia on your plains, and without salt your population grows only half as fast. Your neighbours have salt, the Kushan most of all; myrrh and amber are what you pay with.
- Your tribes fight on foot. The riders among your unit types, the cataphracts included, fit none of your tribes; the war elephant is the only one you can field, and like every mounted man it needs a horse per man, which you have to buy. In return your light foot troops cost little.
- Only one of your cities lies on the coast, and you may build warships only up to the liburna. Your weight lies on land: hills carry a good population density, and your forests supply the wood for your growth.
Provinces
| Province |
Land fields |
Share of province |
Starting population |
| Shatavahna |
195 |
100% |
295,500 |
| Yandheya |
124 |
93% |
293,000 |
Terrain
| Terrain |
Land fields |
Share |
| Hill |
101 |
32% |
| Plain |
80 |
25% |
| Mountain |
61 |
19% |
| Forest |
43 |
13% |
| Savanna |
24 |
8% |
| Steppe |
10 |
3% |
Resource deposits
| Resource |
Fields |
| Myrrh |
2 |
| Ore |
1 |
| Amber |
1 |
Army
This realm's legion types and unit types, with its own values. Compare all troops
Legion types
| Legion type |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| Infantriestamm |
MSI |
MII |
MII |
MII |
LEI |
LEI |
LEI |
KRG |
KRG |
KRG |
| Kriegerstamm |
KRG |
KRG |
KRG |
KRG |
KRG |
KRG |
KRG |
KRG |
KRG |
KRG |
Unit types
MK Moral class ·
HG Bounty per man ·
Rüpu Armour points per 25 men ·
EW Highest experience through training ·
SW Protection value ·
FK Ranged combat points ·
RW Range of ranged combat ·
Wt. Transport weight per man ·
MP Movement points ·
The eight columns in between are the melee points per terrain.