Powers of the Crown/Khmer

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Chola have the Power of the Jungle.

Faction Type: Indianised
National Bonuses:
  • Cities cost 75% cheaper
  • Double population limit per military technology, up to 25% above maximum game limit
  • Light ships are stealthed.
  • (Indianised faction trait) Imperial Mandate can be researched for free, but Republic, Legalism and Absolutism are blocked.
Unique units muster:
  • No cavalry other than Scout Cavalry
  • War Elephants - from the Nobles' Court, too
  • Archers => Composite Bowmen => Heavy Archers

Khmer can't build gunpowder weapons. Mercenaries:

  • [1] Kipchak Horse Archers
  • [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: 


Faction summary


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.