Chakrams are quite useful in rushes, as they can give a population free anti-building support in Colonial Age, but their use falls dormant in later games. Their most major problem is their range, but Army of the Pure can solve this, making them a very efficient native unit.
|Sikh Gurus||100 wood, 100 coin||Explorer/War Chief/Monks get +50% hit points|
|Punjabi New Year||200 food, 200 coin||Settlers/Villagers gather from Mills, Plantations, Farms and Rice Paddies 10% faster; livestock fattens 10% faster; Sacred Cows and Shrines gather XP 10% faster|
|Army of the Pure||300 wood, 300 coin||Chakrams get +4 LOS and +4 range|
|Udasi Discipline Training||200 wood, 150 coin||Upgrades Chakrams to Disciplined|
|Udasi Honor Training||400 wood, 300 coin||Upgrades Chakrams to Honored|
- Punjabi New Year is useful for all civilizations, especially in later games.
- Sikh Gurus allows Explorers to survive longer against Treasure Guardians, especially in early games.
"This Holy Site is identical to a Native Trade Site. Allying with Natives allows a player to train special Native units, usually warriors, and also grants access to a group of improvements to that tribe. Native units do not cost any population spaces, but can only be built in limited numbers.
The Udasis are members of a Sikh sect that shares many of the same principles as Sikhism, that of a supreme God who governs with justice and grace, and the opportunity of every human being to become one with that God, while renouncing other practices. The very name “udasi” is from the Sanskrit “udas,” meaning to renounce.
The Udasi sect was created when the followers of Suri Chand, the son of the very first Sikh guru, Kanek, split from the dominant order of Sikhism. Early Udasis served as Sikh missionaries to the north and east of the Punjab, the Sikh holy land and site of their holiest shrine, the Golden Temple. They insisted that they were in fact Sikh, despite their physical appearance, which did not adhere to the traditional Five K’s of the Sikh: a sword, steel bracelet, long shorts, uncut hair, and comb. Other, more drastic differences, such as celibacy and a dedication to ascetic principals, forsaking bodily needs and desires for a disciplined, monastic spirituality, helped to define the sect and set it apart."
|Civilizations in Age of Empires III|
|European||British · Dutch · French · Germans · Ottomans · Portuguese · Russians · Spanish|
|Native American*||Aztecs · Iroquois · Sioux|
|Asian**||Chinese · Indians · Japanese|
|Native Americans||Apache* · Carib · Cherokee · Cheyenne* · Comanche · Cree · Huron* · Incas · Klamath* · Mapuche* · Maya · Navajo* · Nootka · Seminole · Tupi · Zapotec* (Former: Aztecs · Iroquois · Lakota)|
|Religious communities**||Bhakti Temple · Jesuit Mission · Shaolin Temple · Sufi Mosque · Udasi Temple · Zen Temple|
|Knights of St. John · Circle of Ossus · Black Family Estate · United States|
|* = The Warchiefs ** = The Asian Dynasties|