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Basic overview

The Udasi train Chakram units and allow access to a variety of improvements. You can have 15 Chakram for every Udasi trade post that you have, and they appear on three standard maps; Himalayas, Deccan and Silk Road.

The unit – Chakram

The Chakram is a rather odd unit. It functions similar to a Grenadier - but rather than destroying buildings, the Chakram is better at doing more damage to heavy infantry.

 

Chakram

Cost: 100 Food, 50 wood (219 Villager seconds)

HP: 165

Speed: 4.5

Resistance: Ranged 50%

Ranged attack: 18, Cap 36, Area 2, ROF 3, Range 10 (Bonuses: Heavy Infantry 1.5x, Cavalry 0.5x, Light infantry 0.5x)

Hand attack: 8, ROF 1.5 (Bonuses: Heavy Infantry 1.5x, Cavalry 0.5x, Light infantry 0.5x)

Siege attack: 12, ROF 3, Range 10

Train time: 40

 

Grenadier

Cost: 120 Food, 60 coin (243 Villager seconds)

HP: 200

Speed: 4

Resistance: Ranged 50%

Ranged attack: 16 (siege), Cap 36, Area 3, ROF 3, Range 12 (Bonuses: Cavalry 0.5x, Light infantry 0.5x)

Hand attack: 8, ROF 1.5

Siege attack: 54, ROF 3, Range 10

Train time: 42



Analysis

Overall the Chakram is a very poor unit. For starters, the unit has 10 range with a set up time - which is the shortest range any ranged unit has in the game, and although this can be improved, it is expensive. Second of all, the Chakram is only good at beating heavy infantry; it will lose to any other unit type. Ranged infantry can out-range the Chakram, and they deal bonus damage against it due to the Chakram being classed as a heavy infantry unit. Hand cavalry runs them down, and they don’t do much damage at all against ranged cavalry (which can also engage Chakrams in melee). Finally, the Chakram isn’t any good against falcolnets, and is rather poor at sieging as well.

The Grenadier does not tend to see a lot of use, but it is at least capable of doing a high amount of siege damage. It also does slightly better against ranged infantry, due to it dealing siege damage that goes through the standard ranged infantry ranged resistance - as opposed to the Chakrams' ranged damage which does not. Overall, the Chakram is just a very poor unit strategically speaking. It may beat heavy infantry that get too close to it, but because of its low range and set up time, the advantage you can get out of this is very small. Only train this unit if your opponent uses a lot of heavy infantry; otherwise ignore it altogether.

Technology


Sikh Gurus

Cost: 100 wood, 100 coin

Effect: Hero units have 50%+ HP

Comments: It’s not that expensive, and for Native American and Asian civilizations this technology should be quickly picked up if they hold this trade post. Those civilizations use their hero units more often; it is notably deadly with the Iroquois, as they depend more on their War Chief than any other civilization in the game. However, even Europeans can get a use out of this when they send their explorer into battle; he can absorb a lot of damage instead of your troops.


Punjabi New Year

Cost: 200 food, 200 coin

Effect: Villagers and herdables gather 10% faster from buildings

Comments: This technology is very strong in the late game for all civilizations, and the Japanese especially can have their shrines benefit from this technology. It can be worth getting a Udasi trade post in the late game for this technology alone.


Army of the Pure

Cost: 300 wood, 300 coin

Effect: Chakram have 4 more range and line of sight

Comments: If you have cards invested in other natives on the map, this technology might just become worthwhile - as it is almost required for Chakrams to be of any serious use. Even then you would need to be sure that your opponent has a decent amount of heavy infantry, because Chakrams are very cost ineffective against anything else.


Summary

Although the Chakram units are very poor, the technology the Udasi offer can make up for it in the late game. If your civilization has a lot of problems dealing with heavy infantry - and you can afford Chakrams and their range upgrade - they may turn things around. On the downside, requires you to invest a lot of resources, especially early on in the game. Generally only take the Udasi for their technology in the late game, or if you have cards invested in other natives on the maps they appear on. The units are simply too much of a strategic risk.

 

 

 

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