African Kingdoms/Talk

African Kingdoms: These civs represent the diverse and rich cultures of Africa, such as Mali, Ethiopia, Kongo, Benin, Zimbabwe, and Zulu. They have access to unique units and technologies, reflecting their historical achievements and challenges. They can also interact with other African kingdoms and tribes to form alliances or rivalries.

Early Game/Start-Up gameplay: African Kingdoms start with a Town Center, a few Villagers, and a Scout. They can gather resources from nearby animals, trees, mines, and trade posts. They can also build houses, granaries, markets, and docks. They can train basic infantry, cavalry, and naval units, as well as upgrade their economy and military through the market and the university. They can also send caravans from their Home City, which can provide them with additional resources, units, technologies, or bonuses.

Economic Gameplay: African Kingdoms rely on a balanced economy of food, wood, gold, and ivory. They can gather food from hunting, fishing, farming, and trading. They can gather wood from chopping trees and trading. They can gather gold from mining and trading. They can gather ivory from hunting elephants and trading. They can also use their Home City caravans to boost their economy or trade with other players or native allies. They can also build manors, workshops, and markets to generate resources in the late game.

Military Unit Roster: African Kingdoms have a unique and varied military, consisting of infantry, cavalry, artillery, and naval units. They can train swordsmen, spearmen, archers, slingers, axemen, clubmen, camel riders, horsemen, elephant riders, catapults, ballistas, trebuchets, canoes, dhows, galleys, and fire ships. They can also recruit unique units from their Home City or from native camps, such as Mandinka warriors, Ethiopian shotelai, Kongo ngangas, Benin bronze heads, Zimbabwe mbiras, Zulu impis, etc. They can also ally with other African kingdoms and tribes and train their units, such as Songhai, Hausa, Berber, Nubian, Somali, Swahili, etc.

Technology Tree: African Kingdoms have a rich and diverse range of technologies to research, both military and economic. They can upgrade their units’ attack, defense, speed, range, and hit points. They can also improve their resource gathering, building, and trading efficiency. They can also unlock new units, buildings, and abilities through their Home City or their university. They can also research unique technologies that reflect their historical strengths and weaknesses, such as Mali gold trade, Ethiopia rock churches, Kongo kimpasi, Benin brass casting, Zimbabwe stone architecture, Zulu buffalo horns, etc.

Age-Up Mechanics: African Kingdoms can advance through four ages: the Kingdom Age, the Empire Age, the Resistance Age, and the Independence Age. Each age unlocks new units, buildings, technologies, and caravans. To advance to the next age, they need to pay a certain amount of food and gold, and choose a leader who will grant them a bonus, such as extra resources, units, buildings, or technologies. For example, they can choose Mansa Musa who will give them a free market and a gold-related technology, or Shaka Zulu who will give them a free barracks and a military-related technology, etc.

Late Game gameplay: African Kingdoms can excel in the late game with their unique and powerful units and technologies. They can also use their Home City caravans to send reinforcements, resources, or powerful cards, such as workshops, forts, revolutions, etc. They can also build monuments, such as the Great Mosque of Djenne, the Lalibela Churches, the Kongo Crucifix, the Benin Wall, the Great Zimbabwe, and the Isandlwana Hill, which grant them special bonuses and abilities. They can also launch attacks on their enemies’ Home Cities, which can cripple their economy and military. They can also win by achieving a certain score, controlling a majority of trade posts, or allying with all African kingdoms and tribes