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 never introduced; buildings would be affected by certain terrains they were built on.
It was released on November 5, 2015.
- 1 Campaigns
- 2 New features
- 3 Changelog
- 4 Gallery
- 5 References
Campaigns[edit | edit source]
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.
New features[edit | edit source]
Civilizations[edit | edit source]
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.
Gamemodes[edit | edit source]
Maps[edit | edit source]
- 11 new Special Maps
- 8 new Real-world Maps
- 5 new Random Maps
Technologies[edit | edit source]
- 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.
Units[edit | edit source]
Castle Unique Units[edit | edit source]
- 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 ranged cavalry unit)
- Shotel Warrior (Castle unique unit of the Ethiopians, infantry unit)
Secondary Unique Units[edit | edit source]
- 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.
Common units[edit | edit source]
- 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)
Buildings[edit | edit source]
- 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.
Fauna[edit | edit source]
Changelog[edit | edit source]
Note: The following list only contains changes made for The African Kingdoms expansion release.
General[edit | edit source]
- Eagle Warrior upgrade cost changed from 300f/200g to 200f/200g
- Eagle Warrior speed increases 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 gold 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, Mamelukes and Saboteurs are no longer classified as ships
- Fish Traps take 40s to build (instead of 60s)
Franks[edit | edit source]
- Knights +20% HP changed to Cavalry +20% HP
- (Elite) Throwing Axeman +0.1 speed
Huns[edit | edit source]
- Cavalry Archers cost -10% Castle Age/-20% Imperial Age (instead of -25%/-30%).
- Marauders cost changed from 500f/200g to 300w/200g
Incas[edit | edit source]
- Couriers now gives +1/+2 armor instead of +10% movement speed
- Receive Block Printing
- Receive Guilds
- Receive Keep
- Receive Thumb Ring
- Slingers no longer require Castle
- Upgrade to Elite Kamayuk costs 100 less food and 100 less gold (900 food, 500 gold)
Indians[edit | edit source]
- Villagers cost -10% Dark, -15% Feudal, -20% Castle, -25% Imperial Age (5% extra per age)
- Receive Ring Archer Armor
- Receive Guilds
- Elephant Archer +30 HP
- Elite Elephant Archer -20 HP
- Elephant Archer and Elite Elephant Archer -1 pierce armor
- Elephant Archer and Elite Elephant Archer cost -10 food (costs 100 food, 80 gold)
- Elite Elephant Archer upgrade costs -200 food (1000 food, 800 gold)
Italians[edit | edit source]
- Condottiero no longer require Castle
- Condottiero +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% (instead of 10%) cheaper
Japanese[edit | edit source]
- Yasama cost changed from 400w/300f to 300w/300f
Koreans[edit | edit source]
- Turtle Ship no longer requires Castle
- War Wagons are classified as Cavalry Archers
- Panokseon cost changed from 400w/400f to 300w/300f
Mayans[edit | edit source]
- Obsidian Arrows now do +6 damage instead of +4
- Resources lasting longer reduced from 20% to 15%
Slavs[edit | edit source]
- Farming rate fixed to 1.31 rather than 1.18. Actual Farming rate is now at +15% (+15% after wheelbarrow, +5% after handcart)
Spanish[edit | edit source]
- Missionaries no longer require Castle
- Inquisition cost changed from 400f/400g to 300g/100f
Teutons[edit | edit source]
- Ironclad cost changed from 500w/350g to 400w/350g
Vikings[edit | edit source]
- Longboats no longer require Castle
- Longboat cost restored to 100w, 50g (original AoC cost)
- Chieftains cost changed from 700f/400g to 400f/300g and effect +1 bonus attack