Civ Concept: Zimbabweans

The Kongolese and they would make a good African themed DLC.

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Disclaimer again:
I am not an expert on the history of the region. There may well be inaccuracies and imbalances in all this. Some small of them may be intentional for fun. Please take easy for fun. :grinning:


  • This civ represents the kingdoms and empires in the Zimbabwe region.
  • The Livestock Markets and the Huts are replaced with the Kraals.
  • The Kraals uses Sanga Cattle as default livestock.
  • Starts the game with Sanga Cattle and a Kraal builder.
  • Has no the Mass Levies card, but from Age II the levied units can left with 25% HP instead of only 1 HP.

Potential AI leader

  • Emperor Mutota of Mutapa
  • Emperor Mutope of Mutapa
  • Mambo Changamire Dombo of Rozvi
  • Mambo Changamire Tohwechipi “Chibhamu-bhamu” of Rozvi


  • Costs 300 wood, with a build limit of 8.
  • With all functions of the Livestock Market and the Hut, and provides 25 pop, allowing villagers and healers to garrison in.
  • Not training Sanga, but slowly and automatically spawning Sanga free.
  • The Kraal (or called musha in Shona), meaning cattle pen, community building, or estate, is a common homestead form for the native peoples in southern Africa.


  • Healer unit, with a train limit of 20. Uses 1 pop.
  • Generates 1 influence for every 3 HP it healing for friendly units.

Sacred Site

  • Equivalent to the Mountain Monastery and University, with a build limit of 1.
  • No unit can be trained, but there are 4 types of ceremony, similar to the Community Plaza.
  • Villagers and N’anga can build it and be tasked on it, up to 15 units. (All the 15 can be N’anga.)
  • Has a holy aura. Within the holy aura, buildings cannot be there and natural resources cannot be gathered, but the efficiency of ceremonies will be improved based on the number and type of those natural resources.
  • A place for communication with ancestors and gods. Usually located in nature, surrounded with the beautiful and mysterious environment, like peaks, forests, caves or pools.

Default Ceremonies of the Sacred Site

  • Spawn N’anga.
  • Improve military units’ attack.
  • Generate XP.
  • Generate influence.

Default Technologies of the Sacred Site

  • The Drum of Lords (I): Next Age up time -50 seconds.
  • Mwari Cult (I): Gives Sacred Site a weak basic effect even though no unit is tasked on; The holy aura of Sacred Site becomes broader.
  • City Walls (III)
  • Rain Making Ceremony (IV): The fifth ceremony which can increase the Villagers’ gathering rate on Fields is available.

Unique Military Units


  • Ranged infantry hero with a shield and throwing spears.
  • Prince of royal blood who would be made head of the army of Mutapa.

Uta neMiseve Bowman

  • Light infantry and foot Archer unit.
  • Trainable at War Camps from age II. Costs food and wood, and uses 1 pop.

Pfumo Spear Thrower

  • Heavy ranged infantry.
  • Trainable at War Camps from age II. Costs food and wood, and uses 1 pop.
  • Throws spears and uses a shield, and with a ranged resistance.

Mapakatwa Swordsman

  • Hand shock infantry.
  • Trainable at War Camps from age II. Costs food and coin, and uses 1 pop.

Gano Axeman

  • Heavy hand infantry.
  • Trainable at War Camps from age II. Costs food and coin, and uses 1 pop.
  • With a melee resistance and fast speed, pretty good at fighting against infantry and cavalry as long as able to get closer.

Tsvimbo Cudgeler

  • Heavy hand infantry.
  • Trainable at War Camps from age II. Costs food and coin, and uses 2 pop.
  • Similar to the Maceman, pretty good at siege and fighting against siege units.

Rozvi Rifleman

  • Skirmisher unit.
  • Trainable at War Camps from age II. Costs food and coin, and uses 2 pop.
  • Expensive but worthy.


  • Ranged shock infantry.
  • Trainable at Palaces from age II. Costs influence, and uses 1 pop.
  • Similar to the Eagle Runner Knight.

Where their names come from:

Other military units:

Kurozva Spearman

  • Outlaw heavy hand infantry.
  • Trainable at Watch Towers from age II by default.
  • Renamed from the current African Vagabond, just the same unit as the Jaga Spearman.
  • Kurozva means “to plunder” in Shona.

Kurozva Archer

  • Outlaw light infantry and foot archer unit.
  • Trainable at Watch Towers from age II by default.
  • Just the same unit as the Jaga Archer.

Boer Freebooter

  • Outlaw light ranged cavalry / heavy ranged infantry.
  • Trainable at Watch Towers from age II by default.
  • Just renamed from the current Highwayman.
  • Since the Great Trek, the Boer people had approached the Zimbabwe region.

Pioneer Column

  • Outlaw light ranged infantry.
  • Trainable at Watch Towers from age IV by default.
  • Renamed from the current Colonial Looter, but with powerful stats and an English dialogue instead.
  • The force of Cecil Rhodes, an ardent believer in British imperialism.

Boer Commando

  • Light ranged cavalry / light ranged infantry of the South Africa (revolution).
  • Can switch between the mounted mode and the dismounted mode, like the mercenary Mounted Infantry.
  • Trainable at Stables and Forts, and uses 2 pop.
  • There will be some new cards to improve it for the South Africa. For example,
    Boer Ponies: gives Boer Commandos and Hussars +10% speed.
    Transvaal Civil War: gives Boer Commandos +50% HP and attack (which is equivalent to upgrade it to imperial level) at a cost of 2500 food.
  • The commando system is a traditional and representative tactic and organization in South African history. Originated from the Dutch Cape Colony, some native peoples such as Fengu and Khoi who learned to use firearms and horses were also famous for being good at it.


  • Native unit of the Nguni minor civ.
  • Uses an iconic assegai spear and a shield, with a train limit of 12.
  • Can switch between the 2 modes.
    Flank mode: Hand shock infantry lancer, having a ability to throw the assegai.
    Central mode: Heavy ranged infantry, having a ability to stun enemy by shield-knocking in melee combat.
  • Those abilities are automatically activated when attacking with a cooldown.
  • The iconic military unit of the Nguni, famous by the Zulu Kingdom.
    Shaka’s reforms have made his Zulu impis extremely good. Many Nguni tribes who had lost to Zulu, such as Mzilikazi’s Matabele and Zwangendaba’s Ngoni, used Zulu warfare techniques to conquer other peoples, resulting in a period so-called “Mfecane”.

Ngqika Warrior

  • Native light ranged infantry of the Nguni (Xhosa) minor civ.
  • Uses firearm, with a train limit of 16.
  • Since the Seventh Xhosa War, the Xhosa under the leadership of Chief Sandile have begun to use firearms instead of traditional tactics.

Fengu Commando

  • Native light ranged cavalry / light ranged infantry of the Nguni (Xhosa) minor civ.
  • Uses firearm, with a train limit of 8.
  • Good at fight against native units and mercenaries.
  • The Fengu people were originally a part of the Xhosa. Because they couldn’t stand the harsh treatment of the Xhosa, they became a strong and valuable ally of the Cape Colony, such like the Cape’s Fengu commandos led by Veldtman Bikitsha, until the governor of the Colony decided to renege on the promise.

Bakwena Rifleman

  • Native light ranged infantry of the Tswana minor civ.
  • With a train limit of 16.
  • The Bakwena are a large Tswana clan in Southern Africa, and the predecessors of the major groups in modern Botswana and Lesotho.

Batawana Rifle Rider

  • Native light ranged cavalry of the Tswana minor civ.
  • With a train limit of 8.
  • Cavalry from the northern Tswana clan, Batawana, armed with breech-loading rifles, met the invading Matabele people at the Battle of Khutiyabasadi.

Basotho Ambusher

  • Native heavy ranged cavalry / heavy ranged infantry of the Tswana (Basotho) minor civ.
  • Can stealth when dismounted, with a train limit of 8.
  • Armed with battleaxes and old flintlock guns.
  • In the Battle of Berea, Basotho cavalry ambushed a British column.

San Forager

  • Native villager unit of the Khoisan minor civ.
  • Weak and cheap, with a train limit of 8.
  • Especially good at gathering huntable animals and berry bushes.
  • Both the male and female version there.

Khoi Ox Rider

  • Native light ranged cavalry of the Khoisan minor civ.
  • Weak and cheap, with a train limit of 14.
  • Khoi cattle-mounted herdsmen throwing spears to against the Europeans.
  • In 1510, at the Battle of Salt River, Francisco de Almeida and fifty of his men were killed and his party were defeated by ox-mounted !Uriǁ’aekua (“Goringhaiqua” in Dutch approximate spelling), which was one of the so-called Khoi clans of the area.

Khoi Commando

  • Native light ranged cavalry / light ranged infantry of the Khoisan minor civ.
  • Uses firearms, with a train limit of 8.
  • Mounting and dismounting is fast.
  • Another valuable ally for the Colony. Andries Botha led his Khoi commandos to make great contributions to the Colony. He himself was greatly respected by his British comrades-in-arms.

Griqua Commando

  • Mercenary light ranged cavalry / light ranged infantry.
  • The most powerful commando type unit, and uses 3 pop.

Makololo Invader

  • Outlaw heavy ranged infantry.
  • Uses throwing spears and a shield, and only uses 2 pop.
  • Moves fast, and good at siege.


Unlike the Kongolese, they were quite unfriendly to the Jesuits, and not actively converted to Christianity, so I do not malke the Jesuits as an option.


  • Something different. Provides a Prazo wagon instead of an Arsonel wagon.
  • Prazo: The renamed Hacienda, able to spawn Chikunda, the renamed consulate Sepoy, instead of spawning Villagers.
  • The spawn limit of Chikunda is initially 6 in the Age II, and gets +4 when hitting a new age.
  • The Church Organs ships 1 Organ Gun for every 3 existing Chikunda for this civ.


  • Zimbabwean Housestead Builders are available at TCs.
  • Zimbabwean Housestead Builder: Can build Kraals, TPs, Ports, and Native Embassies.
  • Legend of Great Zimbabwe: Gives a good trickle of influence; Zimbabwean Housestead Builders can build TCs and Palaces.
  • Manyika Gold Mines: Ships 1 Gold Prospector Wagon; Villagers gather from mines 10% faster.


  • San Foragers are available at TCs; Khoi Ox Riders are available at Palaces; Both are available at Native Embassies.
  • The Mfecane big button is available at TCs from Age III.
  • San Rock Art: Gives 50 XP for every minute, up to 30 minutes.
  • San Diamphotoxin Arrows: Foot archer units and San Foragers have a weak but long-term poison damage.


  • Bakwena Riflemen are available at Palaces and Native Embassies.
  • The Mfecane big button is available at TCs from Age III.
  • Tswana Skin Cloaks: Villagers get +50% HP; other units +10% HP.
  • Tswana Cattle Raiding: Receives a Sanga Cattle with every home city shipment; Converting herdable animals from opponent players can get XP bounties.


  • Impis are available at Palaces and Native Embassies.
  • The Mfecane big button is available at TCs from Age III.
  • Nguni Stick-fighting: Infantry get +10% melee attack.
  • Nguni Cattle Grazing: Sanga Cattle are available at the Nguni settlements, Native Embassies and the livestock buildings; Gives +10 train limit for cattle animals.


  • Almost the same.
  • Indian Ocean Trade Routes: renamed from the Blue Nile Ties.
  • Swahili Relations: renamed from the Yemeni Relations.


  • Trek Wagons are available at TCs.
  • Sheep can be chosen at Kraals.
  • Boer Volunteers: Ships 1 Boer Commando for every 3 minutes, up to 30 minutes; Boer Commandos are available at Palaces.
  • Boer Diamond Rush: Ships 1 Diamond Prospector Wagon.


  • Just the same.


  • Bushcraft (I): Villager gathering wood faster by 10%; Trees last +100%.

  • Svikiro / Spirit mediums (I): Ships 1 N’anga; N’anga are 20% more effective on the Sacred Site.

  • Mhondoro spirits (I): The Nevanji gets +50% hit points and attack, and can train pet lions.

  • Zimbabwean stone architectures (I): TCs, Watch Towers, and Palaces get +50% HP; Walls get +200% HP after City Walls is researched.

  • Dare ReHondo / War council (II): Ships 3 Camp Builders; Removes the levied units’ multiplier against villagers.

  • Nhoo / Shona Shield (II): Pfumo Spear Throwers and the Nevanji +15% HP.

  • Varwi / Warriors (II): Replaces the train buttons of the Levied Bowman and Levied Spearman with their spawn options at Kraals, so one of Sanga, Levied Bowman and Levied Spearman can be chosen to spawn there.

  • Rozvi guns (II): Palaces slowly spawn Levied Gunners instead of training them; Rozvi Riflemen are trainable from Age II.

  • Muromo bull horn formation (IV): Hand units get +25% HP; Ranged unit get +25% ranged attack.

  • Magic Oil (IV): Gives N’anga +500% melee attack; Gives other military units +5% melee attack.


To fill the rest of Africa.

Congo Basin

  • Almost the same, just replace the Yoruba with the Luba.

Lake Victoria

  • Almost the same, just replace the Sufi with the Luba.

Zambezi Basin

  • Located south of the Congo Basin and Lake Victoria, west of the Swahili Coast. Roughly covers the modern Zambia and northern Zimbabwe.
  • With rainforest similar to the Congo Basin and tree savanna similar to the Swahili Coast.
  • 2 Luba and 1 Tswana settlements, or 1 Luba and 2 Nguni (subgroup: Ngoni) settlements.
  • Has a Trade Route.


  • Between the Congo Basin and the Zambezi Basin.
  • The overall style is similar to the Congo Basin, but filled with a lot of copper mines.
  • 4 Luba settlements.
  • Has a Trade Route.


  • Located southwest of the Congo Basin.
  • There is the coast. The shore is a drier, fertile area with open spaces, while further inland is dense rainforest.
  • 2 Jesuit holy sites and 1 Luba or Khoisan settlement.
  • Has a Sea Trade Route.

Namib Desert

  • Located south of the Angola.
  • A desert with a coast.
  • Almost all the Treasure Guardians are Colonial Looters.
  • 1 Khoisan settlements.
  • No Trade Route.

Okavango Delta

  • Located northeast of the Namib, west of the Zambezi Basin. Roughly covers the modern northwestern Botswana.
  • There are rivers and oases with many animals in the desert. You can fish but have no water drop-off point for home city shipments.
  • 2 Tswana and 2 Khoisan settlements.
  • No Trade Route.

Kalahari Desert

  • Located east of the Namib, south of the Okavango Delta. Roughly covers the most of the territory of modern Botswana.
  • Dry inland desert with a few natural salt mines.
  • 4 Tswana settlements, or 3 Tswana and 1 Khoisan settlements.
  • No Trade Route.


  • Located east of the Kalahari, south of the Zambezi Basin. Roughly on the border between modern Botswana, Zimbabwe, and South Africa.
  • As the name, a veld area full of bushes, with many trees and berries.
  • 2 Tswana and 1 Nguni (subgroup: Matabele) settlements.
  • Has a Trade Route.


  • Located east of the Bushveld, south of the Zambezi Basin. Roughly covers the modern southern Zimbabwe and southern Mozambique.
  • Similar to Bushveld but clearly less trees. A few capturable wild Sanga Cattle and gold mines there.
  • 2 Nguni (subgroup: Matabele), and 2 Tswana (subgroup: Basotho) settlements.
  • Has a Trade Route.


  • Located south of the Bushveld and Lowveld. Roughly the area of Gauteng in modern South Africa, where the Boer states were established.
  • Even less trees than the Lowveld, but more capturable wild Sanga Cattle.
  • 2 Tswana (subgroup: Basotho) and 2 Nguni (subgroup: Xhosa) settlements.
  • Has 2 Trade Routes.

Great Karoo

  • Located west of the Bushveld and highveld, south of the Namib. Roughly the modern Northern Cape of South Africa.
  • Even Dryer than Highveld, and also capturable wild Sanga Cattle there.
  • Many Treasures are Livestocks.
  • 3 Khoisan settlements.
  • Has a Trade Route.


  • Located southeast of the Highveld, separated by Great Escarpment. Roughly the modern KwaZulu-Natal of South Africa.
  • There is the coast and hills.
  • 4 Nguni (subgroup: Zulu) settlements.
  • Has a Sea Trade Route.

Cape of Good Hope

  • Located south of the Great Karoo, separated by Great Escarpment. Roughly the modern Western and Eastern Cape of South Africa.
  • Many Trade Posts, and they provide a higher number of resources.
  • 2 Nguni (subgroup: Xhosa) settlements, or 2 Khoisan settlements.
  • Has a Land Trade Route and a Sea Trade Route.


  • A big island which has a high mountain in the center and surround by sea.
  • 3 Jesuits holy sites. In there, they will speak French instead of Spanish.
  • Has a Sea Trade Route.

Minor civs


  • Unique feature of the minor civs of Nguni and Tswana.
  • Nguni has 2 type: Zulu / Matabele / Ngoni (just the name is different), and Xhosa.
  • Tswana has 2 type: Tswana, and Basotho.
  • On a map, the same minor civ will only have one type of subgroup.
  • I think this mechanic is interesting, and it’s pretty effective at representing the scatter due to Mfecane without introducing lots of minor civ.


  • The unique big button for the Zimbabweans, and for the minor civs of Nguni, Tswana and Khoisan.
  • Researchable from Age III.
  • Once it gets researched at any buildings by anyone first, all the other Mfecane in this game will automatically become researched too. This symbolizes that the game has entered this period, and everyone is a part of this period.
  • Different effects will be provided for different subgroups.


  • Impis are availble by default.
  • Nguni Nkosi (II): Ships the Nguni Warchief, a foot ranged African hero unit armed with assegais and a shield.
  • Nguni Stick-fighting (II)
  • Nguni Cattle Grazing (II)
  • Nguni Cattlehide Shields (II): Impis get +10% HP and +10% resistance.

Nguni after Mfecane

  • The Nguni settlements and the Nguni Warchief are renamed under the name of the subgroup in the map. For example, they will be renamed Zulu settlements and Zulu Warchief in the Natal.
  • Zulu, Matabele and Ngoni: Impis attack 10% faster in melee, get +10% speed and +50% train limit; they and the Warchief now look like using Iklwa spears in melee.
  • Xhosa: turns Impis into Ngqika Warriors; Ngqika Warriors and Fengu Commandos are available, and Impis are unavailabe now; The Xhosa Warchief also changes to use firearms.


  • Bakwena Riflemen are available by default.
  • Tswana Kgosi (II): Ships the Tswana Warchief, a mounted ranged African hero unit armed with firearms.
  • Tswana Skin Cloaks (II)
  • Tswana Cattle Raiding (II)
  • Tswana Totemic Animals (II): Receives a group of animals, including a pet warthog, a pet lion, a pet crocodile, a pet monkey, a pet elephant and a Sanga Cattle; The Tswana Warchief and settlements can “levy” this group multiple times with a cooldown; Pets get +20% HP and attack.

Tswana after Mfecane

  • Ships 1 Makololo Invader for every 2 minutes, up to 30 minutes; Makololo Invaders are available at the outlaw buildings.
  • The Tswana settlements and the Tswana Warchief are renamed Basotho in the Lowveld and the Highveld.
  • Basotho: Basotho Ambushers are available.
  • Tswana: Batawana Rifle Rider are available.


  • San Foragers and Khoi Ox Riders are available by default.
  • San Rock Art (I)
  • San Diamphotoxin Arrows (II)
  • San Trance Dance (II): Can get XP bounty by killing huntable animals by San Foragers; healers can heal units faster.
  • Khoi Nomadic Culture (II): Sanga Cattle and Goat can be trained by Khoi Ox Riders, and can be tasked at Khoi Ox Riders for fattening (5 animals to 1 Rider); Khoi Ox Riders can gather food from herdable animals, and automatically gather herdable animals if they are fattened and tasked on the Riders.

Khoisan after Mfecane

  • Ships 1 Griqua Commando for every 6 minutes, up to 30 minutes; Griqua Commando are available at the mercenary buildings.
  • Khoi Commandos are available.


  • Luba Bowmen and Luba Swordsmen are available.
  • Luba Mining Monopoly (I): Ships 1 Copper Prospector Wagon for every 5 minutes, up to 1 hour.
  • Luba Dried Fish Trade (I): Ships 1 Fishing Canoe; Fish last +100%.
  • Luba Government Form (II): Economy techs cost -20% cheaper and get researched instantly.
  • Luba Sacred Lineage (III): Ships the Luba Balopwe, a foot hand African hero unit armed with an iron adze; Luba units +10% HP and attack.
  • Luba Ivory Trade (IV): Ships 8 huntable elephants; Villagers can generate many coin and influence when gathering food from huntable animals.

[Edited for Note] How Subgroups and Age Up Allies work together for this civ:

The different types of subgroup technically won’t count their units in the same train limit slots. So, if the Zimbabweans are allied with Matabele, and have a TP at the Nguni settlement which’s subgroup is Xhosa (different from Matabele), then…

Before Mfecane → After Mfecane
Palaces: 12 Impis from the Matabele ally → 18 Impis from the Matabele ally.
Settlement TP: 12 Impis from Nguni → 16 Ngqika Warriors and 8 Fengu Commandos from Xhosa.
Native Embassies: TWO Impi train buttons with 12 limit respectively → just the 3 train buttons for those 3 units.

If allied with Matabele and have a TP of Zulu, Matabele or Ngoni, that is simple, they are the same subgroup. You will have 24 (36 after Mfecane) Impis at Palaces, the TP, and Native Embassies.

It can be deduced by analogy that how it they works if allied with Tswana and has a Basotho TP.

For other civilizations, there is no need to worry at all, because on a map, the same minor civ will only have one type of subgroup.

An important reference source:


your idea for the pfumo spear thrower sounds good. but i had a wild idea, what if it was a speedy / fast heavy infantry type unit? Like a musketeer with 5 speed. that would be cool and unique.

I want the community plaza to be removed (not reskinned into something that works the exact same way), so if I wanna be consistent I gotta say no to this as well. The dances/ceremonies feel too much like god powers to me (which would be fine in AoM but I don’t think fits AoE3).

Wow, great civ detail!

I’ve always wanted a civ that covers this (though I’ve always used the Shona as a catch all term rather than Zimbabwean).


My original intention was to make Pfumo Spear Thrower a Gascenya with ranged resistance instead of melee resistance. It might be interesting to be speedy.

Gano Axeman is already a speedy unit based on the character of the fast Rodelero. I’m not sure if 2 speedy heavy infantry there could be balance.

Well, everyone has his own taste. Its theme is fine to me, and I believe there will be people like it too.

It seems to me that people gather to discuss public issues, or worship ancestors or gods together to obtain spiritual stability and promotion. This is an important part of many cultures, especially for the people who didn’t have the value of modern science in centuries ago. People still accomplish their goals by themselves while the strong will and belief is absolutely a buff.

On the other hand, I proposed some ways for the Sacred Site to sidestep some of the obvious problems with the Community Plaza. All 15 units on there can be the healers, so all the Villagers can go to gather resources and still 5 healers can go to the front to heal the army. Also, there is a way to have the effect even if no unit on there, which is helpful in the early.

Thank you for your appreciation.

I instead think the Zimbabweans is a more catch all term than the Shona. Even though the Shona people are the main ethnic group, there are not only them in Zimbabwe. “Mfecane” is an important period to the southern Africa, and the presence of Matabele is also a very important part of Zimbabwean history. Their Nguni background makes it reasonable that this civilization has powerful warriors with assegai and contact with the Boers and British in the 19th century. Also, the word Zimbabwe is more familiar to people who are not familiar with the history of the region.

Anyway the name is just a choice. They both are fine.

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No problem! In fact you’ll see how big a fan of a Zimbabwe I am whenever you search on this forum for Rovzi Empire or Shona - I’ll always pop up in a thread pushing them :smiley:

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Just to add, maybe this civ need a Bull Horn Formation stance available exclusively for any of their infantry to allow great movement speed or ranged resistance only in that stance to allow them to close in fairly quickly? As a trade-off maybe their attack is not as good as in normal stances meaning you would have to use the Bull Horns wisely to get close before switching to something else.

How come you gave levy bonuses to both Kongo and Zimbabwe?

Yes, maybe. Currently I’m using it purely as a military improvement card.
The formation and tactics on the real battlefield are actually difficult to reflect in the game.

The two modes of the Impis are my best try for reflecting the bull horn formation so far.

Traditionally, the vast majority of men in the armed forces in those regions were not professional soldliers, but ordinary people and slaves who were asked to take up arms.
Also, I wish Levied units were used more. So I let the Kongolese can train them with less influence cost, and improve them by cards like other military units; let the Zimbabweans can use them like the US using their Minutemen, and have a chance to obtain them slower but free.

But I’m thinking about changing the design about Levied units at Kraals I originally gave.
Perhaps the free spawning Levied units should be an effect that a card grants to all Kraals, rather than a tech that only affects a single Kraal so it needs to be researched at each Kraal.

Dunno how to break it to you, but armed forces being not professional soldiers was the norm absolutely everywhere in the world until relatively recently. As professional, standing armies are very, very expensive.

I believe one of the two civs should get another focus, probably Kongo, easily both, although I don’t know nearly as much about Zimbabwe as I do about Kongo, I mostly just remember Zimbabwe being the tail end of the Indian Ocean trade routes.

Although your design seems to be a weird mishmash of just about everywhere around the region so maybe it ain’t that bad to just throw in my hat.

I choose to let the both have their own unique things about Levied units, to make them special from the Ethiopians and Hausa.

But I do change the design about Kraals after thinking. Now the Levied Bowmen and Levied Spearmen are trained as usual in the beginning at there. The unique spawning feature now has to be unlocked by the card.

In fact, the features, unque units, unique buildings, cards of this civ are quite Zimbabwean. At least that is how I tried.

You see many things about everywhere around the southern Africa in this topic, because they are minor civs and in the Alliance options for this civ. I have to mention them as well.

My original intention was to make Pfumo Spear Thrower a Gascenya with ranged resistance instead of melee resistance. It might be interesting to be speedy.

oh god please no, i thought it was clear I was being sarcastic, since literaly every new DE civ has had speedy units and it’s not unique at all

English is not my first language so sarcastic may not work to me.

How I design the unque units:
Want a speedy unit like Rodelero, there is Gano.
Want a slow and strong unit like Maceman, there is Tsvimbo.
If the above 2 units are countered by light infantry, there is Pfumo to do the job of heavy infantry with a ranged resistance and an average speed.
(The other spear throwing units have melee resistance rather than ranged one, so this make Pfumo special, if what you’re being sarcastic about is that it’s not special enough.)
And there are Uta neMiseve Archer and Rozvi Rifleman to go with those three heavy infantry units.
Then, Mapakatwa and Assegai do the job of shock infantry.

I also didn’t understand that it was sarcastic, but English is not my first language either :laughing: