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Dravidians

Kite Dive infantry area-damage + fast Skirm.

Spawn unit Starting age Kills to Castle Kills to Imp Razes to vill Cap Interval
Urumi Swordsman (Elite once unlocked). Elephant Archer may be co-spawn Feudal 300 600 2 80 7 s

⚡ Quick reference

  • Baseline: wood on age-up, Skirms + Elephant Archers +25% atk speed, cheaper Barracks, Siege −wood. UU Urumi Swordsman (charge + trample). UTs Wootz Steel (armor-ignore), Medical Corps (elephant regen).
  • Requiem v294: starting age Feudal; kills-to-Castle 300; razes-to-vill 2. Castle spawns 75 Battle Elephants (per Requiem table).
  • CBA role: infantry area-damage + fast Skirm.
  • Opening: mass Urumis; do not dribble; commit synchronized into clumps.
  • Post-vill: Wootz infantry + Skirm + siege.
  • Weak vs: ranged focus fire before contact.

📜 Deep playbook

🏛️ Standard DE profile

  • Civ bonuses:
  • Start with +150 wood.
  • Fishing Ships carry +15 food and work 15% faster.
  • Barracks units have +1 attack per Age starting in Feudal (+1 / +2 / +3 / +4 Dark/Feudal/Castle/Imperial).
  • Wood chopping provides +5 wood per tree.
  • Siege Workshop units +25% attack speed.
  • Team bonus: Docks give +5 population.
  • Unique units: Urumi Swordsman (Castle UU, infantry with jumping arc-slash AoE). Elephant Archer is a regional UU shared with Bengalis/Gurjaras/Hindustanis.
  • Unique techs:
  • Castle Age: Medical Corps — Elephant units regenerate 20 HP/min.
  • Imperial Age: Wootz Steel — Infantry and cavalry attacks ignore armor.
  • Notable missing techs: no Knight line, no Camel Rider (interesting given the region), no Plate Barding Armor, no Bloodlines... they do have Bloodlines actually — check: Dravidians lack Knight line and Camel Rider. They have Elephant Archer, Urumi, Skirmisher line (with Thirisadai naval UU).
  • Walls: Palisade, Stone, Fortified.

🏰 CBA REQUIEM v294 profile

(v294 numbers: Fandom wiki, retrieved 2026-08-21)

  • Starting age: Feudal (Requiem v294 start table).
  • Spawn unit: Urumi Swordsman (Elite once unlocked). Elephant Archer may be co-spawn — not listed in the v294 wiki table — ask in the Requiem Discord.
  • Spawn interval: 7 s per Castle.
  • Unit cap: 80.
  • Kills to Castle / Imperial: 300 (Castle) / 600 (Imperial).
  • Razes to first villagers: 2.
  • Free starting tech: none listed in the v294 wiki table — Wootz Steel is a candidate given its raze-conversion value.
  • Elite / silver-UT unlock: not listed in the v294 wiki table — ask in the Requiem Discord kill threshold; unlocks Elite Urumi and Medical Corps / Wootz Steel.
  • Available buildings after villagers: standard whitelist. Elephant Archer availability at Range is not listed in the v294 wiki table — ask in the Requiem Discord for v294.

CBA role & archetype

  • Primary role: Dive / raze. Urumi is one of the best raze-conversion infantry in the game due to its AoE arc; a small clump can clear a house cluster in seconds.
  • Secondary role: anti-cav skirmish — Urumi's AoE punishes cav clumps.

🌅 Opening play (minute 0–3)

  • Position on a flank with a natural narrow — Urumi shines in choke fights.
  • Set spawn short. Urumi is slow (infantry) and long walks bleed the roster.
  • Patrol in a wide arc, not a column — AoE stacks work best on wide contact.
  • Take fights: any cav clump, any tightly-packed range unit, wounded elephants.
  • Refuse fights: Arbs on hill, mass Onager, mass Halb on open ground.

⚔️ Kill accumulation strategy

  • Safe kill farm: Franks (Paladin clumps), Persians (War Elephant clumps — AoE devastating), Huns (cav clumps).
  • Avoid feeding: Britons Arbs, Mayan Plumes, Vietnamese Rattans.
  • Anti-caging: use terrain — stand behind a tree line and let enemy walk into you.

🏚️ Raze allocation

  • 1-raze priority civ. Once Dravidians have villagers, walls go up fast (bonus wood) and Wootz Steel makes their Urumi convert razes at insane rates.
  • Do not feed Dravidians razes to a Persian teammate if you're the Dravidian — you convert razes better than most.

👷 Post-villager composition

  • Wall order: front wall first (they have wood surplus), then backwall, then gate patch.
  • Standard build: 3 Barracks, 1 Range (Skirm/Hand Cannon), 1 Stable (Light Cav for cleanup), 2 Siege Workshops.
  • Imperial composition: Elite Urumi + Hand Cannoneer + Siege Ram + Onager.
  • Silver-UT priority: Wootz Steel first — turns Urumi into a raze-conversion machine and lets your HC / infantry ignore armor. Medical Corps only if the team runs Elephant Archer.

⚖️ Strong against / Weak against

  • Strong vs: Franks, Persians, Huns, Berbers, Tatars, Magyars, any clumped-cav civ.
  • Weak vs: Britons, Mayans, Vietnamese, Ethiopian Arbs, Chinese Chu Ko Nu, Turks Janissary.

🤝 Team synergies

  • Best partners: Britons (Arb front + Urumi peel dive), Turks (BBC + Urumi cleanup), Koreans (Onager + Urumi tank), Byzantines (Skirm/Camel + Urumi dive).
  • Conflict: pairing with Goths or another slow-infantry civ creates a sluggish front.

🎮 Key micro rules

  1. Always patrol through enemy clumps — the arc AoE hits on the swing.
  2. Do not stop-and-fight; the swing animation is the damage window.
  3. Keep Urumi off Onager range; you have no natural mobility.
  4. Convert razes personally — do not hand-off to a slower teammate.
  5. Post-Wootz, split into 2 groups so AoE arcs don't overlap-waste on the same target.

Common mistakes: A-moving into a Mangonel; skipping Wootz for Medical Corps; building Stables (Dravidians have no Knight line).

🔒 Version-locked (Requiem v294)

  • Urumi jump/arc mechanic is DE-standard.
  • Whether v294 spawns Urumi alone or co-spawns Elephant Archer is not listed in the v294 wiki table — ask in the Requiem Discord.