DIPLOMATIC CIVILISATION
- Advancing to the next age is 40% cheaper if opponent is already in that age
- All your units have +1/1 armour/pierce armour against units who are in the next age
- You can build archery ranges in the Dark Age
- Markets can train villagers for 75 gold
Unique units:
- Nzadi Ranger: fast moving skirmisher available from the Dark Age. As the Kongolese don’t have any cavalry, this unit acts as your starting scout.
- Freeblades: infantry-gunpowder hybrid that uses a pistol at range but a rapier in melee.
Unique technologies:
- Castle Age: “Nzambi’s Covenant”: gain all monastery technologies already researched by your opponent(s)
- Imperial Age: “Nzimbu Currency”: passively gain 10% of your opponent’s gold income
Team bonus: team bonus of all allies is 50% stronger
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Extra explanation:
The Kongolese bonuses are all about interacting with what other players are doing. The Kongo Empire was well known for its diplomacy and for learning from international contacts and getting the better out of the exchange.
The first two civ bonuses encourage you to take your time advancing through the ages. Ideally you should click the next age when your opponent just reached it. This gives you a great economic benefit and during the time you’re an age behind, you are better protected from aggression as even villagers receive more armour.
With the extra armour, a timed push with your army can lead to great succes, even if that means you’re fighting an opponent who is an age up compared to you.
As you stay longer in the Dark Age than anyone else, having an archery range early (after building the barracks ofcourse) that can produce your skirmisher/scout hybrid is an excellent fit, both offensively and defensively.
Lastly, the early slave trade is represented by the ability to “buy” villagers from the market. This is mainly to compensate for a later Castle Age time as you can already start booming in feudal if you wish so. Villagers “trained” through the market are much more costly though, to balance everything out.
The first unique unit who is acting as the Kongolese scout is already available in the Dark Age, if an archery range has been build. The Kongo has good archers and infantry to supplement this unit.
The second unique unit represents the European adventurers who came to Kongo early to seek wealth. It also represents the efforts made by the Kongolese to maintain good relations with the Portugese and other European nations.
The first castle technology is a tribute to Kongo’s early adoption of Christianity. This technology is completely free, but should be timed well to get the most out of it as it can only be used once.
The second technology again establishes Kongo as a trading empire. It should be noted that in a 2v2 this income is reduced from 10% to 5% (because you have two opponents earning gold), in a 3v3 to 3,33% and in a 4v4 to 2,5%. This tech should also be expensive.
The Team bonus is all about empowering your allies, and thus your team.
All in all, the Kongolese play as an extremely unique civ, without overcomplicating anything. It is a civ that will almost always try to go through the ages more slowly than any other civ and take full advantage of being “behind”. At any point in time, it is an economic powerhouse, able to start booming in feudal age. In the late game, it can “steal” all monastery techs for free and have a source of gold income that depends on how well the enemy is doing. All this makes the Kongolese an awkward opponent, but because of their team bonus also a great ally.