Powers of the Crown/Chola

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Chola have the Power of Militarism.

Faction Type: Indianised
National Bonuses:
  • Archers fire poisoned arrows
  • War elephants are created faster and cheaper (affects the Gajnal Mahout)
  • +1 city limit
  • architecture research is cheaper
  • Farms and mines generate wood.
  • Imperial Mandate can be researched for free, but Republic, Legalism and Absolutism are blocked.
Pandya.png
Unique units muster:
  • Ranged cavalry: Mounted Javelineer, Horse Archers (no further upgrades possible)
  • Heavy cav: only Lancers are available
  • Kshatriya Swordsmen, comes from the Nobles' Court: No medium infantry.
  • War Junk => South Sea Barque
  • War Elephants - from the Nobles' Court, too
  • Archers => Composite Bowmen => Heavy Archers

Chola doesn't create the Scorpion or Springald and cannot build the Bombard.
Mercenaries:

  • [1] Brigand
  • [2] Camel Archer
  • [3] Gajnal Mahout; Super Bombard
Available Unique Buildings:
  • Sun Temple
  • Angkor Wat



Available Unique Techs:

  • Imperial Mandate

Suggestions and Spoilers

  • Strengths: 
  • Weaknesses: 

The Chola faction is based wholly around elephants. Elephants are awesome units, capable of tearing an enemy city to shreds but are vulnerable to archer fire. Chola is not helped greatly by the fact that it has no proper sword units or good heavy cavalry - like Japan, its most important units must be created from the Nobles' Court, and nowhere else. War Elephants are very vulnerable because Chola has no good anti-archer units, although it can be said that t does get the scout and light horsemen. Chola generally is all about getting up as many buildings as possible and the two wonders that it controls as soon as possible. Added wood from farms and mines can be used to build up navies - very useful since the Asian South Sea Barque and War Junk do consume a lot of wood.

Faction summary

  • Expansive civ with an unorthodox economy, but a powerful army.
  • Imperial Mandate: as a Hindhu nation whose rulers seek nothing less than godhood, Imperial Mandate - the sanctioning of the king as the actual representative/avatar of God on earth is a cornerstone of Chola power.
  • Infantry: Chola can't train anything other than Spearmen, but can train archers into Composite Bowmen and Heavy Archers, and also begin the game with Kshastria infantry who replace militia - weak as Suicide Solders, but have a deadly attack!
  • Cavalry: Cholas can't train anything other than scout cavalry and lancers, but have access to javelin cavalry and horse archers (but not Mounted Rangers or Palace Gamekeepers)
  • Siege and navy: whereas the Mongols can't build the heavy line of Asian warships, Cholas can build the large War Junks and South Sea barques, but can't build the Asian-style swoopers.
  • Gunpowder: Chola can't build gunpowder weapons other than arquebusier and culverin
  • Special Nobles' Court unit: War Elephant
  • .


Leaders: Shirkuh, 

Settlements: Nishapur; 

Best age(s): Imperial. But the problem is how to get there, especially if rare resources and fish are not available.

History

Central 

Trivia

Unit roster:

Mercenaries:

  • [1] Kipchak Horse Archers
  • [2] Camel Archer
  • [3] Gajnal Mahout; Super Bombard

BUT WHAT ABOUT RISE OF KINGS 2?

Eventually jagirdars and bargirs begin to make their appearance, in the form of heavy cavalry and musketeers. The Chola also begin to receive more powerful warships as well, ensuring their smooth transition to a western-style navy.