I’m planning on posting a series of ideas for DLC. I thought I’d start off with a region a lot of AoE II players want to see a lot more from: Africa. Now, there is a case to be made that there are plenty of African civs that could be added, so because there is plenty of ground to cover in this continent, for this one I thought I would buck the trend of just two new civs and instead add three much like Dynasties of India did. Plenty of choice but I have gone with the Kanembu, Somalis and Zimbabweans, plus a campaign for the Turks. One major change to this DLC is that units for African civs, are actually black! I’m not one of these so-called “woke lib” types and I don’t want to sound like I’m going into identity politics, but seeing Malians and Ethiopians with villagers and soldiers who have white skin has always felt very awkward to me. The title may be a little dull, but I thought I’d go for something nice, simple and self-explanatory.
TURKS (Campaign)
“But this is a DLC about Africa! Turkey isn’t in Africa!” Yes, I hear you. But, listen. Following the pattern of each DLC including a campaign for pre-existing civs that haven’t yet had campaigns, the Turks would really be the civ closest to most suitable for this. I know Mehmed II and his conquest of Constantinople would be something everyone wants to see (and it is part of a trinity of key Medieval events, the other two being the Crusades and Mongol invasions which are well covered). But, Suleiman the Magnificent actually led campaigns in Africa against the Ethiopians and annexed territory. And away from subsaharan Africa he also fought and conquered in Greece, the Balkans, Middle East, Arabia and North Africa, so the campaign would be an epic with a wide and diverse array of enemies.
KANEMBU
Dominate north and central Africa with both the sheer power of your cavalry and the strength of your economy. Exhibit your superiority over neighbouring tribes on your way to building your mighty empire
Aside from the number one reason for the Kanembu’s addition being that it would lend itself to Chad jokes, their Kanem-Bornu empire was one of the most powerful and important empires in Medieval Africa and so they deserve their place in ‘Mansas and Sultans’. They are a cavalry civ, and their campaign’s protagonist is Idris Alooma, who ruled the Kanem-Bornu empire at its absolute peak and crushed rival tribes in the region.
Architecture: African
Language: Kanembu
Tech Tree: Eagle Scout, Halberdier, Battle Elephant, Arbalest, Heavy Cavalry Archer, Paladin, Steppe Lancer, Demolition Raft, Elite Cannon Galleon, Fast Fire Ship, Sappers, Illumination, Fervor, Faith, Heated Shot, Treadmill Crane
UT: 1. Lifdi: All light cavalary unit have reduced anti-cavalary damage. 2. Zaghawa Trade Route: Trade carts have more hp and now carry more gold
UU: Hausa Rider: Light cavalry that gain bonus damage when trade cart is near
Wonder: Shehu of Borno Palace
Bonuses
- Advancing to Castle Age costs 33% less
- Stable units cost -10 food
- All non-military units and monks regenerate HP (10 HP/min)
- Repairers work 25% faster
- Team bonus: Trade units move 10% faster
SOMALIS
Use your recent discovery of gunpowder to lead you to dominance over the Horn of Africa, and unleash your experienced navy upon the Indian Ocean. Crush any rival empires that stand in your way
The Somalls are a logical choice because they too were a dominant power in the region during this period, especially the Adal Sultanate who they very largely represent. They are a gunpowder and naval civ, and the campaign is on Ahmad ibn Ibrahim al-Ghazi’s wars against the Ethiopian Empire. No Black Hawk Down scenario I’m afraid to say though, folks!
Architecture: African
Language: Somali
Tech Tree: Barracks: Halberdier, Eagle Scout, Arbalest, Paladin, Steppe Lancer, Battle Elephant, Heavy Demolition Ship, Siege Workshop: Siege Onager, Heavy Scorpion, Hoardings, Sappers, Redemption, Theocracy, Herbal Medicine, Plate Mail Armor, Plate Barding Armor, Architecture, Siege Engineers
UT: 1. ##### of Africa*: Dock LOS increased and if any ship is detected by dock the location of the ship is always visible. 2. Ottoman Support: All gunpowder units get faster reload
UU: Adali Cannoneer. Somali hand cannoneers that are faster and cheaper but weaker than hand cannoneer
Wonder: Arba’a Rukun
Bonuses
- Hunted animals last 25% longer.
- Galleon range +1 attack in Castle Age and +1 in Imperial (total of +2).
- Military production buildings built 100% faster.
- Dock upgrades do not cost Gold.
- Team Bonus: Markets work 20% faster.
ZIMBABWEANS
In the savannahs of central Africa, the tribes that surround your great kingdom are no match for your skilled clubmen and infantry. Rule over the land as far as the eye can see from Great Zimbabwe.
Like I said, there are so many options for African civs for AoE II but I thought for the third ‘Return to Africa’ civ I’d opt for the Zimbabweans as they’d give a little diversity, a non-Muslim civ that is from neither East nor West Africa. Plus Great Zimbabwe was an almighty city. Nyanhewe Matope would be a good choice as he expanded the Zimbabwean Kingdom of Mutapa to great heights. The Zimbabweans are an infantry civ, and much like the American civs, they have no cavalry, and therefore no stables.
Architecture: African
Language: Shona
Tech Tree: Cavalry Archers, Parthian Tactics, Eagle Scout, Scout Cavalry, Knight, Steppe Lancer, Capped Ram, Onager, Heavy Scorpion, Galleon, Heavy Demolition Ship, Cannon Galleon, Shipwright, Scale Barding Armor, Architecture, Bombard Tower, Guilds, Hoardings
UT: 1. Ivory Weaponry: Goromondo and Militia lines cost less. 2. N’aga: Units engaged in combat get healed faster
UU: 1. Goromondo: Heavy club infantry. Slower and stronger verions of Long Swordsman. 2. Savannah Scout/Warrior: Zimbabwean equivalent of Eagle Scout line that is created at the barracks.
Wonder: Great Zimbabwe
Bonuses:
- Advance to castle age cost 33% less
- Infantry armor upgrades cost 50% less
- Fortified walls free
- Towers attack 15% faster
- Team Bonus: Militia line +2 vs spearmen While aging up, can research technologies from the next age (so for example, when you click up to Feudal Age you can research Double Bit Axe, Horse Collar and so on, but you cannot build the new age buildings or train units)
- Foragers gather food in quantities of 2 (instead of food ticking up like 1, 2, 3… it ticks like 2, 4, 6… obviously, the time between ticks is a bit slower for balance purposes).