CIVILIZATION · SOUTH ASIA
Gurjaras
Gurjaras are part of Age of Empires II, representing South Asia and emphasizing camel & mounted units. Their signature roster includes the Shrivamsha Rider. Begin with a Camel Scout and extra forage bushes near the Town Center.

Overview
Gurjaras are part of Age of Empires II, representing South Asia and emphasizing camel & mounted units. Their signature roster includes the Shrivamsha Rider. Begin with a Camel Scout and extra forage bushes near the Town Center.
Civilization identity
Gurjaras is classified as South Asia and is centered on camel & mounted units. Its defining roster entrys are Chakram Thrower, Shrivamsha Rider, Camel Scout. This focus is a starting point for reading the technology tree, not a requirement to use only one unit line: the bonuses and matchup determine which parts of the roster are worth investing in. In team games, camel and elephant units train faster; account for this while choosing allies and deciding which role the civilization should cover.
Civilization bonuses and their value
Each bonus applies to a specific part of the economy, army, or map plan. Read the effect together with its target: a discount matters when it changes a build or upgrade timing, while a combat bonus matters only when the affected unit or structure is actually fielded.
- Begin with a Camel Scout and extra forage bushes near the Town Center This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Fishing Ships can garrison in Docks, and livestock can be held at Mills This is a water-map advantage; plan around control of fishing, crossings, and transport rather than assuming it matters equally on a land map.
- Mounted units gain bonus damage as the game advances This directly changes the named unit or structure in combat, so it is strongest when the affected line is part of the army or defense.
Signature units and unique technologies
Chakram Thrower: Gurjara infantry whose thrown blades can pass through several targets Shrivamsha Rider: Fast Gurjara cavalry that can evade a number of incoming projectiles Camel Scout: An early Gurjara camel that scouts the map before becoming a combat unit in later Ages These units define the civilization’s distinctive options. Its unique technologies add later-game choices; compare their effects with the cost and research timing before committing resources.
- Kshatriyas: Military units cost less food
- Frontier Guards: Camel Riders and Elephant Archers gain melee armor
Civilization game plan
The guide below connects the civilization’s bonuses to an opening, a main army, a transition, and the principal risk to watch. Adapt the sequence after scouting rather than treating it as a fixed build order.
- Opening: Use the distinctive opening food sources efficiently, then turn their food advantage into early mounted pressure.
- Core army: Camel and mounted units are the strongest core; use the unique roster to answer enemy cavalry.
- Transition: Use efficient food income to maintain production while advancing into the Castle Age camel and elephant options.
- Watch for: Foot units have significant gaps, so scout ranged threats and add suitable support rather than overextending mounted units.
Technology tree gaps
This civilization-specific tree marks the units, research, and upgrades that are unavailable. Check the named production building or research line before planning a transition; the gaps can rule out an otherwise familiar counter or upgrade.
- Barracks: Champion, Pikeman, Gambesons, Squires
- Archery Range: Arbalester, Cavalry Archer, Parthian Tactics
- Stable: Knight, Battle Elephant, Steppe Lancer
- Siege Workshop: Battering Ram, Siege Onager
- Castle:
- Dock: Fast Fire Ship, Elite Cannon Galleon, Dry Dock
- Monastery: Faith, Block Printing
- Defensive structures: Bombard Tower
- Blacksmith: Ring Archer Armor, Blast Furnace
- University: Bombard Tower, Siege Engineers, Arrowslits, Dry Dock, Siphons
- Lumber Camp: Two-Man Saw
- Market: Guilds
Team-game role
The team bonus is Camel and elephant units train faster. This can help define a complementary team role. Coordinate it with allied civilizations that can use the bonus or cover a weakness in the roster.
Strategic identity
Signature units: Chakram Thrower; Shrivamsha Rider; Camel Scout. Distinctive bonuses: Fishing Ships can garrison in Docks, and livestock can be held at Mills. Mounted units gain bonus damage as the game advances. In team games, its team bonus is Camel and elephant units train faster. Its unique technologies are Kshatriyas (military units cost less food); Frontier Guards (camel Riders and Elephant Archers gain melee armor).
Unique units
Team bonus
Civilization bonuses
- Begin with a Camel Scout and extra forage bushes near the Town Center.
- Fishing Ships can garrison in Docks, and livestock can be held at Mills.
- Mounted units gain bonus damage as the game advances.
Unique technologies
- Focus
- Camel & mounted units
- Signature / category
- Shrivamsha Rider
- Release / context
- Dynasties of India
- Region
- South Asia
- Classification
- South Asian