Ghana fills out the Sahara, giving the Sonninke and also the Soso that the Malian campaign centers around clobbering a true home. Before that downfall, there was no economic gold and salt powerhouse the way Ghana was. An empire on salt, and an edge over their enemies with the arrival of camels, playing a game of money and a very meticulous caste system.
A Camel civ
- Starts with/can train Camel Scout
- Camel line 5% faster, 10% starting Feudal
As stated, camels were a big thing. Interaction with Moorish and Egyptians brought these creatures to their furthest reaches at the edge of the Sahel and in turn they turned their trade of gold into further wealth.
- Salt Works replaces Mining Camp
Also Salt. So Salt = Stone and Gold so it (Salt) works.
- Blacksmith/University 2.5x HP and research rate.
With inpouring wealth came the ability to trade for and learn many new technologies at rapid speed. That’s the logic we’re going for for this, let’s go with it!
Team Bonus: Minerals lasts 3% longer
mine it up. Salt has preservatives .
- Barracks: Eagle Scout, Champion
- Archery Range: Elephant Archer, Thumb Ring, Hand Cannoneer
- Stable: Battle Elephant, Steppe Lancer, Paladin
- Siege Workshop: Armored Elephant
- Dock: Fast Fire Ship, Dry Dock
- Blacksmith: /
- Economy: Crop Rotation, Guilds
- University: /
- Monastery: Redemption, Heresy
- Castle: Sappers
UU: Kuralemme - Frenzied glass cannon camel who rises back as a durable infantry tank when ‘killed’. The unmounted version can cause nearby allies to take 33% less from missiles.
|Attack||10 (+13 vs cavalry, +11 vs camels)||12 (+16 vs cavalry, +13 vs camel)|
|Attack||11 (+4 vs eagles, +3 vs standard buildings)||14 (+5 vs Eagles, +4 vs standard building)|
The Kuralemme were a warrior class of the Soninke people who tended to be guardians, but there’s just something about riding a camel that can whip one into a craven frenzy!
Salt Works - 150w. A special Mining Camp. Gathers gold/stone at about 1/8th the speed of a mining villager from all mines within 6 range. Villagers can garrison inside for very fast healing. Multiple Salt Works can gather the same mines, no limitation beyond tile space within range of the rocky nodes.
Castle UT: Wangara Traders - Saltworks gather range and rate 2.5x. Garrisoned villagers generate gold/stone if they are at full HP. The gather speed of garrison vils is to be determined.
Cost: 300s/300g 45s
Imperial UT: Wagadu Elite - Knight, Archer/crossbow/arbalest train 100% faster
Cost: 500g/800f 75s
So how do you play this civ? Well you remember that for 50w extra, your ‘Mining Camp’ actually does some mining. So in a sense, if you have some wood to spare, your villagers can set up a Salt Works or two, and avoid mining for a little while and focus your villagers on wood/food. On maps like Gold Rush/Pit spamming the map with Salt Works can be profitable if you can keep them alive. If your villagers are gathering the mines, they can hop in the Salt Works for very fast healing.
And when the gold and stone starts to run out? Have villagers work the salt itself! Its like a baby Feitoria but it disrupts your Idle Villager hotkey zen.
The other eco bonus is a faster Camel Scout. But it swiftly becomes a military bonus. With good camels and full Halb, you can deny horses and with the Wagadou elite, you can swiftly get many fine horses of your own! And Arbs, even though they lack Thumb Ring. So your army is nice, but lacks bonuses to their might. But they should be able to make an impact!
Is it imbalanced? Not sure, will need lots of feedback for workshopping.