CAVALRY UNITS Disciplined (Fortress:  200W 100G)[1] Effect (+HP & +Damage) 20%
Honored (Industrial:  600W 600G)[2] Effect (+HP & +Damage) 30%
Sowar (Caravanserai) Exalted (Imperial:  1500W 1500G)[3] Effect (+HP & +Damage) 50%
Statistics Normal Disciplined Honored Exalted
Role Cavalry, Heavy Cavalry, Lancer, Hand Cavalry, Camel, Sowar
Cost 80 Food 80 Gold Artillery Upgrade 1 (Industrial:  250F 250W) Effect (+HP & +Damage) 25%
Age Available Colonial  Artillery Upgrade 2 (Imperial:  1500W 1500G) Effect (+HP & +Damage) 50%
Hit points 225 270 337 450
Pop. Use 2
Resists -30% vs. Ranged India
Speed 7.5 /  3.75 (trample) Features • Starts with two elephant-mounted Brahmin units
• Villagers cost Wood instead of Food
• Villagers arrive at no cost with most Home City Shipments
• Livestock cannot be harvested, but can be tasked to Sacred Fields for XP
• Automatically receives the Age 1 and Age 2 market wood upgrades "Water Wheel" (5%) and Regenerative Forestry (10%) in the Discovery Age.  The net effect is +15% wood chopping (for a rate of 0.575) in Discovery.
• India has a +50% hidden wood chopping bonus that makes trees last longer (if a tree is normally worth 300 wood, an Indian player gets 450 wood).  This is also true with mango groves, so they last longer than expected.
• Shipments are 8% slower.  
LOS 20
Melee Damage (ROF 1.5) 20 24 30 40
Melee Damage vs. Light Infantry 30 36 45 60
Melee Damage vs. Heavy Infantry 20 24 30 40
Trample Damage (ROF 2.0 / Area 3) 11 13 16 22
Trample Damage vs. Infantry 16 19 24 33
Trample Damage vs. Heavy Infantry 11 13 16 22
Siege Damage (ROF 3.0) 15 18 22 30
Siege Range 0 to 6
Autogather (if Grazing HC Shipment) 0.05 Food per Second
Modes Melee, Trample, Defend, & Stand Ground
Exp - Build  16
Exp - Kill  16
Max Settlers 99
Starting Settlers 6
Zamburak (Caravanserai)
Statistics Normal Disciplined Honored Exalted Miscellaneous Notes:
Role Zamburak, Camel, Gunpowder Cavalry, Ranged Cavalry, Cavalry, Light Cavalry 1 The rate of fire (ROF) for all melee units is 1.5 (except Urumi at 1.0)
The rate of fire for all ranged units is 3.0 unless otherwise noted
Cost 60 Food 60 Gold The rate of fire for all infantry or cavalry siege units is 3.0
Age Available Colonial
Hit points 120 144 180 240 2 Mansabdar units (elite units from Charminar Gate Wonder) upgrade when their couterpart unit is upgraded.  They do not auto-upgrade.   
Pop. Use 1
Resists -30% vs. Ranged
Speed 7.5 3 For unit train time information, view the worksheet "Unit Train Times".
LOS 15
Range Damage (ROF 3.0) 15 18 22 30
Range Damage vs. Heavy Cavalry 60 72 88 120
Range Damage vs. Settlers 7 9 11 15
Range Damage vs. Coyote Man / Disciple 45 54 66 90
Range Damage vs. Artillery 15 41[4] 51[5] 69[6]
Range 0 to 12
Melee Damage (ROF 1.5) 7 8 10 14
Melee Damage vs. Heavy Cavalry 28 32 40 56
Melee Damage vs. Coyote Man / Disciple 21 24 30 42
Melee Damage vs. Artillery 7 18 23 32
Siege Damage (ROF 3.0) 8 9 12 16
Siege Range 0 to 6
Autogather (if Grazing HC Shipment) 0.05 Food per Second
Modes Stagger, Melee, Defend, Stand Ground
Exp - Build  12
Exp - Kill  12
Mahout (Caravanserai)
Statistics Normal Disciplined Honored Exalted
Role Cavalry, Heavy Cavalry, Hand Cavalry, Elephant, Hand Elephant, Mahout
Cost 400 Food 250 Wood
Age Available Fortress
Hit points 917 1,100 1,375 1,834
Pop. Use 7
Resists -30% vs. Ranged
Speed 6.0 / 3.0 (trample), 6.3 / 6.61 with speed aura
LOS 15
Melee Damage (ROF 1.5 / Area 2) 28 33 42 56
Melee Damage vs. Light Infantry 56 66 84 112
Melee Damage vs. Heavy Infantry 28 33 42 56
Melee Damage vs. Villagers 14 16.5 21 28
Siege Damage (ROF 3.0) 100 120 150 200
Siege Range 0
Autogather (if Grazing HC Shipment) 0.1 Wood per Second
Modes Melee, Trample, Defend, & Stand Ground
Exp - Build  65
Exp - Kill  65
• Uses an imaginary colonial unit in calculation as the base value to get the correct HP and damage.  
Howdah (Caravanserai)
Statistics Normal Disciplined Honored Exalted
Role Howdah, Elephant, Gunpowder Cavalry, Ranged Cavalry, Cavalry, Light Cavalry
Cost 250 Food 350 Gold
Age Available Fortress
Hit points 667 800 1000 1334
Pop. Use 6
Resists -20% vs. Ranged
Speed 5.5
LOS 20
Range Damage (ROF 3.0) 60 72 90 120
Range Damage vs. Heavy Cavalry 165 198 247 330
Range Damage vs. Settlers 30 36 45 60
Range Damage vs. Artillery 135 162 202 270
Range Damage vs. Coyote Man / Disciple 135 162 202 270
Range 0 to 16
Melee Damage (Area 1 / ROF 1.5) 33 39 49 66
Melee Damage vs. Heavy Cavalry 90 107 134 181
Melee Damage vs. Settlers 16 19 24 33
Melee Damage vs. Artillery 74 87 110 148
Siege Damage (ROF 3.0) 50 60 75 100
Siege Range 0
Autogather (if Grazing HC Shipment) 0.1 Wood per Second
Modes Stagger, Melee, Defend, Stand Ground
Exp - Build  60
Exp - Kill  60
• Uses an imaginary colonial unit in calculation as the base value to get the correct HP and damage.  
INFANTRY UNITS
Rajput (Barracks)
Statistics Normal Disciplined Honored Exalted
Role Heavy Infantry, Infantry, Hand Infantry, Rajput
Cost 100 Food 35 Wood
Age Available Colonial 
Hit points 150 180 225 300
Pop. Use 1
Resists -20% vs. Hand
Speed 5
LOS 12
Melee Damage (ROF 1.5) 18 21 27 36
Melee Damage vs. Cavalry 54 63 81 108
Melee Damage vs. Abstract Infantry 40 47 60 81
Siege Damage (ROF 3.0) 20 24 30 40
Siege Range 0 to 6
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  14
Exp - Kill  14
         
Sepoy (Barracks)
Statistics Normal Disciplined Honored Exalted
Role Heavy Infantry, Infantry, Gunpowder Trooper, Ranged Infantry, Sepoy
Cost 90 Food 30 Gold
Age Available Colonial 
Hit points 190 228 285 380
Pop. Use 1
Resists -20% vs. Hand
Speed 4
LOS 16
Range Damage (ROF 1.5) 25 30 37 50
Range 0 to 12
Melee Damage 15 18 22 30
Melee Damage vs. Cavalry 45 54 66 90
Melee Damage vs. Abstract Infantry 33 40 49 67
Siege Damage (ROF 3.0) 22 26 33 44
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  12
Exp - Kill  12
Gurkha (Barracks)[7]
Statistics Normal Disciplined Honored Exalted
Role Ranged Infantry, Gunpowder Trooper, Infantry
Cost 70 Food 50 Gold
Age Available Colonial
Hit points 115 138 172 230
Pop. Use 1
Resists -30% vs. Ranged
Speed 4
LOS 24 (25 Disciplined, 26 Honored, 27 Exalted)
Range Damage (ROF 3.0) 16 19 24 32
Range Damage vs. Heavy Infantry 32 38 48 64
Range Damage vs. Heavy Cavalry / Coyote Man 12 14 18 24
Range Damage vs. Eagle Knight 32 38 48 64
Range Damage vs. Light Cavalry[8] 24 28 36 48
Range 2 to 18 (19 Disciplined, 20 Honored, 21 Exalted)
Melee Damage (ROF 1.5) 6 7 9 12
Melee Damage vs. Heavy Infantry 12 14 18 24
Melee Damage vs. Heavy Cavalry / Coyote Man 4 5 6 9
Melee Damage vs. Eagle Knight 12 14 18 24
Melee Damage vs. Light Cavalry[9] 9 10 13 18
Siege Damage (ROF 3.0) 12 14 18 24
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  12
Exp - Kill  12
         
Urumi (HC Shipment Only)
Statistics Normal Ankathari Verumkai Gurukkal
Role Urumi, Hand Infantry, Infantry
Cost N/A (160 Food 60 Gold)
Age Available Fortress
Hit points 260 312 390 520
Pop. Use 2
Resists -30% vs. Ranged
Speed 4.5
LOS 16
Melee Damage (Area 1.0 / ROF 1.0) 17 20 25 34
Melee Damage vs. Heavy Infantry 29 35 43 59
Melee Damage vs. Light Cavalry 25 30 37 51
Melee Damage vs. Eagle Knight 25 30 37 51
Melee Range 0 to 2
Siege Damage (ROF 3.0) 28 33 42 56
Siege Range 0 to 6
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  22
Exp - Kill  22
ARTILLERY UNITS (CASTLE)
Flail Elephant (Castle)
Statistics Normal Disciplined Honored Exalted
Role Hand Cavalry, Hand Elephant, Merc Flailiphant, Elephant, Siege Trooper, Heavy Cavalry, Cavalry
Cost 125 Food 125 Gold 
Age Available Colonial
Hit points 325 390 487 650
Pop. Use 4
Resists -50% vs. Ranged
Speed 4
LOS 15
Melee Damage (Area 2 / ROF 1.5) 5 6 7 10
Melee Damage vs. Light Infantry 7 9 10 15
Melee Damage vs. Heavy Infantry 5 6 7 10
Melee Damage vs. Artilery 20 24 28 40
Siege Damage (ROF 1.5) 80 96 120 160
Range 0
Autogather (if Grazing HC Shipment) 0.1 Wood per Second
Modes Melee, Defend, & Stand Ground
Exp - Build  30
Exp - Kill  30
• Does not get bonuses to infantry or artillery when attacking treasure Guardians
Siege Elephant (Castle)
Statistics Normal Disciplined Honored Exalted
Role