The African Kingdoms is the second expansion to Age of Empires II HD: The Forgotten, and the third expansion for Age of Empires II. The thematic focus of the expansion is the continent of Africa, and 3 of the 4 featured civilizations are from this continent.
One gameplay feature was planned, but barely introduced; buildings would be affected by certain terrains they were built on. Such a bonus was only implemented for cracked terrain.
It was released on November 5, 2015.
- 1 Campaigns
- 2 New features
- 3 Changelog
- 3.1 Content Additions (shown above)
- 3.2 Balance changes
- 3.3 Bugfixes and UI changes
- 4 Hotfixes
- 5 Gallery
- 6 References
There are four new campaigns in The African Kingdoms, one for each of the new civilizations.
- Tariq ibn Ziyad (Berbers): In the early 8th century, Tariq ibn Ziyad prepares to lead an army of Berbers and Arabs across the sea to Iberia, enthralling his troops with promises of wealth and glory. Will their might be enough to defeat the fearsome infantry of the Visigoths and bring the banners of war to the powerful Merovingian kingdom lying beyond the Pyrenees? Their success–or failure–lies in your hands.
- Sundjata (Malians): The once great Ghana empire has fallen and West Africa is in turmoil. Sumanguru, King of the Sosso, is poised to forge a new empire. Said to possess a magical instrument that guarantees victory, he has led his Sosso warriors to conquer old Ghana and a small Mandinkan kingdom called Mali. Can Sundjata, the crippled prince of Mali, defy the odds, defeat Sumanguru, and become the most powerful ruler of West Africa?
- Francisco de Almeida (Portuguese): On the fringes of Europe, the Portuguese manage a meager and unsure existence, hardened by centuries of war against the Moors and rival Christian kingdoms. Now, daring explorers have returned from India and given Portugal hope of glories and wealth unachievable in the Old World. Can you lead a Portuguese armada to the East and forge an empire that spans three continents and two oceans? A new world awaits!
- Yodit (Ethiopians): The beautiful princess Yodit has a promising future at the Aksumite court. But when her jealous nephew accuses her of theft, Yodit is forced to flee her home country. Witness how exile shaped this fallen princess into a mighty queen. For centuries the story of Yodit’s vengeance would invoke fear in the hearts of all Ethiopians.
Unlike previous expansion packs, The African Kingdoms adds four civilizations instead of five. This expansion also adds a new African Architecture set, used by the Malians and the Ethiopians.
|Architectural style||African||Middle Eastern||Mediterranean|
- Berbers: Unite the tribes of Northern Africa and prepare your naval vessels to escape the scorching heat of the Maghreb. Set sail to war-torn Iberia to conquer new riches. Can you hold your ground against the scrambled kingdoms of Iberia who are slowly uniting against you?
- Malians: Follow in the footsteps of the great Mansa Musa and become the greatest king of Western Africa. Conquer surrounding kingdoms to expand your wealth and hold a firm grip on the trade routes that zigzag through the region. Will you be able to keep the once hostile provinces united under your crown?
- Ethiopians: Relive the glory of the once mighty Aksumite empire and rule over the Red Sea. Launch military expeditions into the Arabian peninsula and far beyond to hold a firm grip on your trading partners. Will your dynasty stand strong against internal conflicts or will your successor already be preparing your funeral. Only the strongest dynasty will survive…
- Portuguese: Set sail for the new world, discover new routes to unknown lands and expand your trade routes to the mighty African empires. Use your newly acquired riches to advance your army with upgrades not mastered elsewhere in Europe and build incredible cities that will inspire generations for centuries to come.
Castle Unique Units
- Organ Gun Castle unique unit of the Portuguese, siege unit.
- Gbeto Castle unique unit of the Malians, ranged infantry unit.
- Camel Archer Castle unique unit of the Berbers, anti cavalry-archer ranged cavalry unit.
- Shotel Warrior Castle unique unit of the Ethiopians, infantry unit.
Secondary Unique Units
- Caravel (90 wood, 40 gold) Second unique unit of the Portuguese, available at the Dock. It can be upgraded to Elite Caravel.
- Genitour (50 food, 35 wood) Second unique unit of the Berbers, available at the Archery Range, common unit as a team bonus. It can be upgraded to Elite Genitour.
- Fire Galley New ship available in the Feudal Age at the Dock.
- Demolition Raft New ship available in the Feudal Age at the Dock.
- Siege Tower Siege unit, capable of dropping off up to 10 units through single Stone Walls and palisades, available in the Castle Age at the Siege Workshop
- Feitoria (250 stone, 250 gold, 20 population) New building unique to the Portuguese, generates 1 of each resource every few seconds but is slower overall than 20 villagers. Available in Imperial Age.
- Arson (150 food, 50 gold). Melee infantry units deal more damage vs buildings. Available in Castle Age at Barracks.
- Arrowslits (150 food, 150 wood). Increases the attacks of towers. Available in Castle Age at University.
5 new Standard Maps
11 new Special Maps
- Enemy Archipelago
- Enemy Islands
- Far Out
- Front Line
- Inner Circle
- Open Plains
- Ring of Water
- The Eye
8 new Real-world Maps
1 new Gamemode
The introduction of The African Kingdoms came with a host of changes to the game, with the game version being incremented from 4.3 to 4.4. Some of the changes included in this new game version affect only those in possession of the expansion (content additions and balance changes) and others (bugfixes and UI improvements) affect all players equally. The expansion was followed by four hotfixes which were released on November 6, 2015, November 9, 2015, November 10, 2015 and November 12, 2015, respectively.
Content Additions (shown above)
- Eagle Warrior upgrade cost changed from 300f/200g to 200f/200g. Eagle warrior speed from 1.1 to 1.2 (Eagle Scout is 1.1, Elite Eagle Warrior is 1.3).
- Eagle Scout available from the Feudal Age.
- Fire Galleys and Demolition Rafts newly added to the Feudal Age.
- Siege Towers newly added to the Castle Age.
- Banking and Coinage research time increased from 50s to 70s.
- Banking cost increased from 200f/100g to 300f/200g.
- Coinage cost increased from 150f/50g to 200f/100g.
- Cavalry Archer cost reduced to 40w/60g.
- Trade Cogs carry +30% more per trip.
- Transport Ships can carry herdable animals.
- Fire Ships +1 armor/+1 ship armor.
- Fast Fire Ships +1 armor/+2 ship armor.
- Scorpion projectile size increased (fixes their lack of pass-through damage).
- Camels are no longer classified as ships.
- Cavalry Archers cost -10% Castle Age/-20% Imperial Age (instead of -25%/-30%).
- Marauders cost changed from 500f/200g to 300w/200g.
- Couriers now gives +1/+2 armor instead of +10% movement speed.
- Receive Keep.
- Receive Guilds.
- Receive Block Printing.
- Receive Thumb Ring.
- Slingers no longer require a Castle.
- Villagers cost -10% Dark, -15% Feudal, -20% Castle, -25% Imperial Age (5% extra per age).
- Receive Guilds.
- Receive Ring Archer Armor.
- Elephant Archer +30 HP.
- Elite Elephant Archer -20 HP.
- (Elite) Elephant Archer -1 pierce armor.
- (Elite) Elephant Archer -10 food (now costs 100 food, 80 gold).
- Condottieri no longer require a Castle.
- Condottieri +1 attack, +0.2 speed.
- Receive Hussars.
- Pavise now affects all foot archers (instead of just Genoese Crossbowmen). Pavise cost changed from 550f/300g to 300f/150g.
- Advancing to the next age 15% cheaper (instead of 10%).
- Yasama cost changed from 400w/300f to 300w/300f.
- Obsidian Arrows now do +6 damage instead of +4.
- Resources lasting longer reduced from 20% to 15%.
- Farming rate fixed to 1.31 rather than 1.18. Actual farming rate is now at +15% (+15% after Wheelbarrow, +5% after Hand Cart).
- Ironclad cost changed from 500w/350g to 400w/350g.
- Longboats no longer require Castle. Longboat cost restored to 100w, 50g (original The Conquerors cost).
- Chieftains cost changed from 700f/400g to 400f/300g and effect +1 bonus attack.
Bugfixes and UI changes
The African Kingdoms
- The new expansion has been fully integrated into the game.
- The unified lobby has been expanded to support the new game options.
- Non-purchased campaigns/datasets are visible and link to Steam for purchase.
- New civilizations have been added to the multiplayer rotating civilization pool.
- New civilizations have been added to the History page.
- Campaign icons have been integrated throughout the game to show what expansion various options and items come from.
- The red helmet represents The Age of Kings.
- The blue helmet represents The Conquerors.
- The green helmet represents The Forgotten.
- The yellow mask represents The African Kingdoms.
- Dataset icons have been integrated throughout the game to show what dataset is needed.
- The single star represents the CD content.
- The multi star represents the HD Edition content.
- Various icon transparency issues have been fixed.
- Lobby Browser Reset button now correctly resets Dataset back to Any.
- Selecting Spectator in the Lobby no longer locks out player colors.
- Selecting Custom AI now loads correctly.
- Tech Tree unit range is now correctly shown in the help text popup.
- Tech Tree Imperial Camel Rider unit now correctly shows for the Indians.
- Tech Tree Dock units now correctly line up with their upgrades.
- Loading screens now display game setup information.
- Hot keys have been updated to include new units and Palisade Gates.
- Hot keys should now be showing up correctly and not as question marks.
- Hot keys should now be saving correctly when changed.
- Music/Master volumes no longer alter the PC's mixer setting.
- Full Screen Desktop option now updates correctly when selected.
- Record Campaign Games is now an option.
- Expansion options are now selectable when creating a scenario.
- Units, triggers and terrain filter appropriately based on expansion options.
- Testing a scenario no longer records a replay.
- Scenario Details have been added to the Save Scenario Screen.
- Campaign Editor Screen has been updated with UI improvements.
- Campaign Editor now correctly displays the scenarios within a Campaign.
- Many missing strings have been added across all languages.
- Various cut off issues have been fixed by shortening strings or increasing the text field.
- Some grammar, spelling and formatting issues have been fixed.
- In-game Help text should now be displayed correctly for all units.
- In-game modded taunts are now correctly displayed in the chat window.
- In-game Diplomacy help cursor now functions correctly.
- In-game the Chinese civilization now correctly starts with 6 Villagers.
- Completing a Campaign scenario now correctly returns to the Scenario Selection screen.
- Restarting a Replay now functions correctly.
- Deleting a Saved Game or Replay no longer selects the top entry.
- Game Details have been added to the Load Saved Game Screen.
- Game Launcher should now function correctly for Windows 10.
- Script error reporting for RMS has been improved.
- 1,000 win achievements have been removed.
- Pre-order achievement has been expanded to include early adopting so purchasing either expansion with in the first few weeks of launch grants the achievement.
Hotfix #1 (November 6, 2015)
- Fixed major trigger crash effecting scenarios that are using less than 8 players.
- Ice terrain accessible in Age of Kings
- Entering multiplayer mode then creating and testing a scenario no longer crashes.
- When creating an expansions enabled multiplayer game, you can now choose scenarios from the original game.
- Interactive pausing in single-player has been restored.
- Gameplay music plays sequentially again.
- Nefarious crash due to corrupt savegame files solved (we catch them and ignore them)
- Fixed bug where dead elephants would fire messages about unowned DLC.
- Story parchment slides play again in Kings/Conquerors campaigns.
- Duplicate civs from civ pool no longer show up in lobby.
- Editor Start mode option removed from final builds.
- Player label color in main menu corrected.
- You can now save scenarios with less than 8 players.
- Custom Scenarios, Real World maps, and Special maps no longer desync.
- Scenario Editor no longer crashes generating maps via random map scripts in certain situations such as script names with spaces in them.
- Scenario editor no longer crashes after changing map size.
- Scenario editor trigger scroll-bar position corrected.
- Malian miners now speak Malian.
- Male hunters no longer turn female when hunting ostrich or zebra.
- Feitoria rubble is now the correct size.
- Feitoria takes longer to build but generates more resources.
Hotfix #2 (November 9, 2015)
- Idle villager feature works as intended.
- Quitting or losing a Conquerors or AoK campaign scenario now plays the appropriate defeat screen instead of the winning screen.
- Every time you start a new game, the music will reset back to the first track.
- Organ Guns no longer make Llama sounds when standing
- African Lumber Camp shows outline behind forests
- Nile Delta map no longer has unfair starting positions
- Caravel shows correct attack amount
- Small twitches in gbeto/genitour animations fixed
- Various new units/animals have their frame rates tweaked (more natural movement).
Hotfix #3 (November 10, 2015)
- Fixed crash launching a new game after successfully starting a sudden death custom game. Upon returning to the setup screen, it would incorrectly set you to standard mode, but show custom maps. A lot of people wouldn't realize they were in this state. They would just think every game crashed.
- Invalid scenarios upon launch are now fixed. This happened if you happend to have Map Style set to Custom before switching to Scenario mode.
- Siege towers no longer vulnerable to archers
- Singleplayer games no longer unpause while navigating menus.
- Scenario editor shows trees properly after generating maps (was a visibility issue)
- Joining a lobby no longer stalks a player if he presses Escape before joining.
- Random map scripts support dots in file name (ex: coastal-v1.44.rms)
- We completely removed the campaign difficulty dialog. There is a difficulty drop down that can be used.
- Custom campaigns will progress properly when you complete scenarios.
Hotfix #4 (November 12, 2015)
- Solved slow load times plaguing players and causing a high percentage of MP games to fail loading because players time out and drop.
- Units on aggressive stance sometimes failed to attack (primarily when leaving siege towers)
- Objective screen is no longer blank after loading a saved single player game.
- Objective screen now popups up when player first starts a campaign mission.
- Portuguese team bonus should now work as intended.
- There are new banners signifying which DLC you have installed now, but we plan to move things around a little so we can eventually hang them off the main banner.
- Dear Modders: The main menu is now data driven with png files instead of an slp file making it much easier to mod and work with. You'll find a json file and the png files inside _common/textures/ui/main-menu. There is no need to bake in the background like the original system did.
- When hunting animals, popup text will display properly.
- History screen should always show the correct civ when navigating (clicking on divider caused issues).
- Genitours no longer benefit from Recurve Bow
- Arrowslits upgrade strength is no longer affected by order of tower researches.
- Torsion Engines now properly affect scorpions and rams.
- Game now properly awards most valued player (MVP) awards.