A Player's Dream Blueprint: African DLC Series Concept

Hey everyone, long-time AoE2 player and history nerd here. I’ve been cooking up a full African DLC series in my head for a while now, and I finally decided to write it all down and share it here. English isn’t my first language, so I used some AI help to polish the text, but the ideas are all my own. This is purely a fan wishlist, not any kind of leak or official news. I’ve got two DLCs fairly well mapped out with civs and campaigns, but for the third one I’ve only nailed down the civilizations — I haven’t come up with any specific campaign stories for it yet. That part is still an open canvas, and I’d honestly love to hear your suggestions. I’ll try to keep all the detail in, so bear with me if it gets a bit wordy.


I. West African DLC – “Gold of the Sahel”

This expansion focuses on the lands along the southern edge of the Sahara, nourished by the Niger River and the Sahelian grasslands, where mighty empires flourished long before European matchlocks appeared on the coast. I imagine three distinct, lesser-known West African civilizations:

The Songhai – A vast Niger Valley empire built on a professional standing army, thunderous cavalry, a proper river navy, and the scholarly golden age of Timbuktu. Masters of the trans-Saharan trade and guardians of Islamic learning.

The Hausa – A league of city-states sitting right at the trade crossroads of the Sahel. Their hallmarks are swift light cavalry, nearly impregnable earthen walls, and a commercial network that spanned the Sahara. The seven cities each had their own specialty, creating a unique blend of merchant and military power squeezed between larger empires.

The Bornu – Iron-clad lions of Lake Chad. Think fully armored heavy cavalry, the first Sahelian power to adopt firearms in a big way, and camel-mounted troops that dominate the open desert. Heirs of the Sayfawa dynasty and determined reconquerors of their Kanem homeland.

Here are the three campaign stories I’ve imagined:

“Askia the Great” (Songhai)
You play as Askia Muhammad, the founder of the Songhai Empire. Start as a decorated general of the imperial guard, seize the throne through a military coup, and then transform into the father of a unified West African super-state. March north against the Tuareg, push south to the edge of the rainforest, raid west toward the Atlantic, and pressure Bornu in the east, forging an empire from Senegal to Lake Chad. Along the way, build schools in Timbuktu and invite scholars from across the world to kick off the golden age of Sahelian learning. A saga of power, faith, and glory.

“Kanta Kotal” (Hausa)
Embody Kanta Kotal, the legendary warlord who began as a Songhai provincial governor and commander of the imperial guard. After a bitter dispute over war spoils, he rebels and becomes the King of Kebbi. Smash the Songhai emperor’s personal army on the wastes of Wantaramsa, then turn east and repel a Bornu invasion force said to number a hundred thousand. Stand alone against two great powers and forge the strongest military state in the Hausa lands. An epic of rebellion, dignity, and legend.

“Alooma” (Bornu)
Follow Idris Alooma, the greatest ruler of Bornu, through the first military revolution the Sahel had ever seen. Import muskets and Turkish military advisors from the Ottoman Empire to create the region’s first real firearm corps. Launch five expeditions to reclaim the Kanem heartland and recapture the old capital, Njimi. Subdue the Hausa city-states and drive off Tuareg and Tubu raiders, pushing the Bornu Empire to unchallenged dominance. A story of reform, conquest, and imperial zenith.

Visually, this DLC would share a West African Sahelian architecture set with a reworked Mali — mud-brick mosques of Timbuktu, earthen walls of Kano, thatched villages around Lake Chad, and fortified outposts on the desert fringe. New maps would highlight deserts, savannas, and river deltas. In multiplayer, Songhai would lean into navy and eco, Hausa into trade bonuses and light cavalry mobility, and Bornu into firearms and heavy cavalry, all bringing fresh tactical options.


II. East African DLC – “Gold of the Indian Ocean”

This pack stretches the map to the upper Nile and the western Indian Ocean coast, honoring civilizations that thrived long before Portuguese carracks sailed into those waters. Again, three civilizations:

The Nubians – An ancient Christian kingdom nestled between the Nile cataracts. Feared for their dead-eye archers, an unbreakable chain of river fortresses, and the astonishing six-hundred-year Baqt peace treaty. They were a lonely Christian bastion holding out against the tide of Islamic expansion, and they built one of history’s most enduring orders of peace.

The Somalis – A jihadist empire from the Horn of Africa, famous for fierce cavalry, the earliest firearm units in East Africa, and a trade network that spanned the Indian Ocean. In the 16th century they nearly wiped the thousand-year-old Christian kingdom of Ethiopia off the map, charging across the highlands under the banner of holy war.

The Swahili – A league of city-states strung along the golden coast, defined by their ocean-ranging dhow fleets, coral-stone port cities, and a gold trade network that connected Africa to Asia. As the merchant kings of the Indian Ocean, they were among the first African civilizations to stare down the cannons of Europe.

And the three campaigns:

“Moses Georgios” (Nubia)
You are King Moses Georgios of Makuria, fighting to preserve Christian Nubia’s last independence in the time of Saladin’s rising Ayyubid dynasty. It begins with the bitter loss of the northern fortress of Qasr Ibrim and the burning of its church. Then comes the turning-point battle on the banks of the Adindan, where you use the “Eye-Piercer” Nubian archers and the natural fortress of the Nile to smash the invading army of Saladin’s brother, Turanshah. A legend of faith, endurance, and a desperate counter-punch.

“Ahmad Gragn” (Somalia)
Become Imam Ahmad Gragn, “the Left-Handed,” unify the Somali clans, and launch the great jihad against Ethiopia. From an outnumbered victory at Shimbra Kure to conquering two-thirds of the Ethiopian highlands, you’ll even kill the Portuguese commander da Gama at the Battle of Wofla. Finally, at the decisive clash of Wayna Daga, face the Portuguese musketeers’ fatal volley in the most epic conquest story the Horn of Africa has ever seen. A tale of faith, conquest, and downfall.

“Emir Ibrahim” (Swahili)
You’re Ibrahim, son of a powerful minister in Kilwa. Start as the loyal sword that helps the sultan crush a rebellion, then become the usurper who murders him and seizes the throne as the last great overlord of the city. Hold the sultanate together through bitter internal divisions, and finally square off against the Portuguese carracks and cannon. At the crossroads of civilization, will you turn the tide and bring new glory to the Swahili world, or will the golden coast sink with you into the depths of the Indian Ocean?

Architecture would share an East African set with Ethiopia — stone church-fortresses of Nubia, white-walled minarets of Somalia, coral-stone ports of the Swahili, and fortified highland towns. New maps feature Nile gorges, savannas, coastal sandbars, and Indian Ocean islands. Multiplayer would see Nubia focus on archers and fortress defense, Somalia on cavalry and early firearms, and the Swahili on trade bonuses and navy.


III. DLC – “Lost Kingdoms of Africa”

This one is designed as the final chapter of the African series, shining a light on kingdoms that flourished south of the Sahara but are often overlooked. I’ve settled on four civilizations, but I haven’t worked out the campaigns at all yet. I’ll lay out the civ concepts here, and I’m genuinely hoping you folks can help me brainstorm some epic storylines for them.

The Wolof – A confederate empire of the Senegambian savanna, led by an elected Burba ruler and structured by a rigid caste system. Their cavalry ranges far and wide, and they are the voices of the griot epic tradition, dominating the lands between the Senegal and Gambia rivers.

The Ife – The Yoruba holy city deep in the forests of the Gulf of Guinea. Renowned for breathtaking bronze and terracotta art, a highly developed city-state culture, and the creation myth of Oduduwa. From the terracotta heads of Ife to the bronze plaques of Benin, they authored the most brilliant artistic chapter in sub-Saharan Africa.

The Kongo – A centralized kingdom on the lower Congo River. Defined by a powerful Manikongo kingship, advanced ironworking, and an intricate shell-currency system. As a high point of Bantu civilization, they were also among the first in sub-Saharan Africa to engage deeply with Europe, leading to dramatic transformations in the age of sail.

The Zimbabwe – A stone kingdom on the southern African plateau. Famous for massive dry-stone granite structures, a gold-trade empire that reached the Indian Ocean, and the military might of the Mutapa state. From the mysterious walls of Great Zimbabwe to the golden realm of Mutapa, they are the Shona people’s unique wonder.

Maps would range from Senegambian savanna to Yoruba forested hills, from the dense Congo rainforest to the highland grasslands of Zimbabwe. For gameplay, the Wolof would emphasize savanna cavalry and caste mechanics, Ife could bring in bronze artistry and city-state alliances, Kongo would highlight ironworking and possibly Christian-influenced elements, and Zimbabwe would revolve around gold trade and stone-wall defenses.


Again, this is all just a personal wishlist and a set of suggestions for the devs and the community to consider. Whether any of this ever becomes reality is entirely up to the official team. Let me know what you think, and please throw any campaign ideas for the Lost Kingdoms civs my way! Cheers.

2 Likes

The problem with Swahili is they kinda need to be with other southern Africans in an area where horses cannot be due to Tsetse who delete horses and a lack of desert for camels so they need their own scout replacement

other civs: Ghanians (Ghanese??). The other Sahel area empire and civilization alongside Mali and Songhai.

Mossi: A raiding empire based on besieging and plunder with cavalry and camels.

Mbundu: A southern African empire. Skilled with ambush.

Egyptians… not sure if more a Middle Eastern thing but it’s in Africa

Vandals are kinda cheating but another civ for Dromons (Nubians and Egypt could fit too with both Civs having extensive interaction with Rome before it’s fall

Beninese: Southern Africans at the cusp of the no horse or camel zone. Blends southern foot army mobility with some access to cavalry

Yoruba: the other Sourhern blend civ.

possible regional units

Poison Archer line: Compared to the Tupi the poison archer requires its damage over time to get through harder enemies. With low base damages and much higher poison power this unit replaces the archer.

Only non living units and Skirmisher tag units are immune to the poison. Spearmen and elephants take slightly more poison damage.

All southern African civs and most Sahara civs have it. Kongolese have a unique tech that empowers the poison called Cabanzo lethality.

not all civs have the full unit line nor do all civs have a bonus for theirs like the Malians who lack Bracer and it’s just there in their military.

Saltworks: Replacing the mining camp the Saltworks has single target healing can garrison for super fast healing within and slowly siphons nearby gold and stone sources at a rate of about 1/10 that of a villager normally doing so.

Mandekalu. Replacing the Scout for most of the Sahara the Mandekalu is pretty much an armored scout unit that costs a little more food. Elite upgrade and a special te ch called Lifidi. Basically when you research Lifidi all Mandekalu and new Mandekalu spawn as Lifidi, a horse in armored quilt. This has about 30 HP and lots of armor but once killed a regular Elite Mandekalu spawns and the armor is lost forever. Not all civs have Lifidi tech. Kanembu get the unit upgrades for free and a tech to increase the HP of both Mandekalu and Lifidi units.

Assegai: Has both a Skirmisher and Spearman variety. For southern Africans without horses this spear version is your scout. High health but low damage vs non cavalry. Fast. Almost an eagle but both the high health melee and ranged versions both have a weakness to anti shock attacks so make sure to archer down those swordsmen.

I also hope for an African DLC and I was thinking along the same lines as you.
After the Mountain Royals was released, I was part of the “AAA group” wishing for an Asian, American and African DLC before returning to Europe. (with mixed results (3K) we have 2/3 of that list…)
I feel a West African and an East African DLC are a must sooner or later and if you cast your net wide enough there is easily a third African dlc.

Apart from some exemptions, civs in AoE2 are usually named after the people, not the state. In this case, the civ would be named Kanembu or Kanuri.

Why not just name the civ “Yoruba”? Only the Chronicles go down to the city level with Athenians and Spartans.

You could even go a level higher and name the civ “Beninese” so that it represents other Volta-Niger peoples like the Fon and the Igbo, and the Gbeto would finally have a more proper civ to go to…

They’d be either called “Shona” (as you note yourself later on) or “Zimbabweans” if you want them to also represent other peoples living in the area.

The specific ethnicity is called “Soninke” but I think it’d be acceptable to rename Malians (not a real name anyways) into “Mandé” to represent both Ghana and Mali.

Thatd be like having one civ called Germanic instead of the 10 we have

Like I can easily see a very different Ghana

Regional Units

Camel scout, Poison Archer (replaces archer and doesn’t long duration but low power poison vs living units without Skirmisher tag) Saltworks (Mining Camp replacement. Heals single target units like a monk, fast garrison regen and VERY slowly gathers from all gold and stone sources within range of its LoS. Mandinka Rider (Scout with some armor but costs more and moves very slightly slower. Camel is the starting scout here), Camel Archer

Camel civ

  • Trade units move 40% faster
  • Non Castle Camel Units +1/2/3 missile armor in Feudal/Castle/Imperial Age
  • Miners and Saltworks gather 10% faster
  • Universities and Blacksmiths build and research 33% faster and cheaper

Team Bonus: Scout type units +1 vs infantry (Scout Cav, Mandinka, Eagle, Camels, Champi and any other new scouts) starting Feudal Age

UT1: Strophanthus - Poison Archers do +2 upfront poison damage, this doubles vs mounted units.

UT2:Meghan - Market Exchange reduced to .5%

UU: Kuraleme - Frail Camel Rider, when the camel falls the rider hops off becomes super sluggish and dons a heavy shield, doing a warshot that does 3 unblockable damage and redirects half of all damage sent to others to it. Only the closest unmounted Kuraleme will halve the brunt of the damage. It will also halve bonus damages but only receive if it itself would be effected ie Hand Cannoneer hitting another infantryman. Their auto attacks will cause the enemy to redirect their next attack at you but a player with good micro can work around this taunt.

Missing Techs

Barracks: Gambeson, Halberdier

Archery Range: Archer, Thumb Ring, Parthian Tactics, Hand Cannoneer

Stable: Paladin, Lifidi

Siege Workshop: Siege Onager, Heavy Scorpion

University: Incendieries, Architecture

Dock: Carrack, Galleon

Blacksmith: /

Monastery: Heresy, Faith

Economy: Crop Rotation, Guilds, Caravans

1 Like

So what is the poison archer?

The poison archer whose line is Poison Archer>Venom Shot>Lethal Hunter uses the plants and venoms of Africa to imbue its arrows. While most of the arrows in question are on average 2 damage behind a regular archer line at any stage, they do 10/20/30 damage over the course of a minute (numbers can be changed) and each archer can stack (shots from the same archer reapply). Elephants take double since guess what Africans are probably using poison to help hunt,

To ensure that skirms aren’t weak the Skirmisher type armor as well as any unit not normally immune to poison like ships siege and buildings are as well.

Not all Africans have it and not all have every upgrade in the unit line.

Available civs: All South of the Sahara, Malians, Ghana, Benin, Somalia, Yoruba, Hausa

Camel Archer: Slightly changed so they don’t fully outclass Cav Archers, the Berbers get a real UU that feels Berberic. But the Camel archer what it lacks in upfront damage being 1 behind a cav archer by default has bonuses vs cavalry and still good bonuses vs Cav archers but doesn’t really have cost effective vs most units being less durable and firing slightly slower. Berbers get slight damage bonuses to put theirs back on par. Ethiopians are boosted by Royal Heirs and Saracens have so they can get a juicy Hp bonus.

Civs with access: Malians, Ethiopians, Songhai, Ghana, Hausa, Mossi, Beninese, Yoruba (maybe?) Saracen, Egyptians, Yemeni, Kanembu, Wolof. Basically every civ between the Sahara and the Saracen edge that was more about camels based deeper travels