The Berbers are a cavalry-oriented civilization with well-rounded mounted units. They benefit from 15% cheaper Stable units starting in the Castle Age and 20% cheaper in the Imperial Age and their Villagers and ships have a 10% movement bonus.
The Genitour and Camel Archer are the Berber unique units and are mounted anti-archer and anti-cavalry archer units, respectively. The Kasbah tech makes allied Castles work 25% faster, and the Maghrabi Camels tech grants minor health regeneration to Berber Camels.
As a team bonus, any player allied with a Berber player can produce Genitours at their Archery Range.
Having faster Fishing Ships and Villagers means a better economy to support a larger, more advanced army. When necessary, the faster Villagers can also be used to scout for boars and surrounding resources with less gathering downtime.
The Berbers have one of the most powerful Castle Age Knight rushes in the game due to their 15% reduced cost. Their Camels and Hussar are also affected by this bonus and are backed up by full upgrades, giving a powerful advantage against other cavalry civilizations. Notably, the Berber Hussar line is cheaper than the Magyars, allowing the Berbers to go toe-to-toe effectively in "trash unit" wars. This Stable discount eclipses those of other civs while also affecting more units, and is not to be underestimated. Genitours are also a great asset in Trash Wars.
The Berber Camelry is one of the best of the game as they also have the Camel archer as a unique unit that can counter Cavalry archers and the Unique Technology Maghrabi Camels that grants both Camels and Camel Archers regeneration ability. Aside from lacking the Arbalest and Parthian Tactics upgrades, the Berbers have a fully-upgraded Archery Range.
Faster ships also allow the Berbers to respond to naval attacks quickly, and they posses a solid naval tech tree, despite lacking Shipwright.
The Berbers are comparatively vulnerable on defense, lacking the Keep and Architecture upgrades. They lack Halberdiers, making Camels essential. Siege Onager and Siege Rams are absent from their siege lines, meaning Bombard Cannons and Heavy Scorpions will be the main siege units of choice. Cavalry Archers will be less useful in the Imperial Age, as they lack Parthian Tactics, and are generally made obsolete by the better Camel Archer counterpart (This assumes that wood is not an issue, as both the unit itself and its elite upgrade will be more wood-intensive). Without Shipwright, Ships will be more expensive and thus harder to mass.
Berbers miss out on Arbalest, but do get access to Hand Cannoneers, making this perhaps the Berber's best anti-infantry counter.
The Berbers are a versatile civilization in many strategies and on all kinds of maps and are able to boom and rush effectively. Early in the game, their villager speed bonus gives them a small economic edge as they can save time when retrieving resources or when moving between resources, it also gives them an edge at farming as villagers walk around the farm. This bonus also helps heavily when performing a Feudal Age or Tower rush as the Villagers will reach the enemy towns earlier in order to create forward military structures like the Barracks or Watch Towers.Their Villager bonus also helps defensively, as they will have a better chance to escape from enemy military units, or catch enemy villagers that are trying to create forward towers and military buildings in the player's base.
The first unique unit of the Berbers is the Genitour, which is built at the Archery Range. The Genitour is a mounted Skirmisher with slightly less range, but more health, speed, and attack. Just like the skirmisher, it only costs food and wood. Since the Genitour is mounted, it receives +20 hit points from Bloodlines, giving it a considerably larger health pool than its cousin, the Elite Skirmisher. Genitours are well suited for hit-and-run tactics as they are cheap, fast and have ranged attack, but perform less effectively in equal numbers than regular Cavalry Archers as they have the same basic weaknesses of a skirmisher (minimum range and lower accuracy than the bow units) so is advisable to mix them with camel archers and/ or regular cavalry archers for this purpose, pairing them with camels also work well as camels can protect Genitours from melee cavalry (who can catch them and exploit their minimum range weakness).
The Camel Archer is the unique unit of the Berbers from the Castle and is a Cavalry Archer that has a bonus against other Cavalry Archers. This includes the War Wagon, the Elephant Archer and the Mangudai, making it a formidable counter unit. Its stats compare well to the standard Cavalry Archer, meaning it can be fielded more readily without knowing what an opponent is making. At the same time, it is an excellent harassment unit, and can be used for raids like any other Cavalry Archer.
With a Heavy Camel/Camel Archer combo they arguably can counter the typical Hussar/Cavalry Archer tactic employed by civilizations such as the Turks, Mongols, Huns, and Magyars. This combination, however, performs less effectively in a regular raid than those civilizations. Their two unique technologies benefit the Heavy Camel/Camel Archer combo, as Kasbah will improve the Camel Archer creation speed while Maghrabi Camels will give both units slight health regeneration, thus prolonging the lifespan of the Berbers' camelry. Kasbah also enables to the Berbers to create Petards and Trebuchets faster, enabling the petard-spamming tactic and making Castle drops more effective.
On water maps, the Berbers have an advantage early-game but may struggle a little in the late game. Proper scouting and prevention of other civilizations' naval buildups are crucial in early to mid-game to maximize the Berbers' naval presence and protect their excellent naval economy. Since the Ship speed bonus applies to all naval units, fishing ships and trade cogs will move more quickly between resources and the Berbers enjoy having a tactical speed advantage over opposing navies. Hit-and-run tactics work particularly well. As an added bonus, their transport ships will reach the land faster to unload troops.
The Berbers are formidable allies in most kinds of maps and in a wide variety of situations, thanks to their unique technology Kasbah and their team bonus that allows Genitour to be built at all allied Archery Ranges. Kasbah enables allied players to produce their unique units faster along with their petards and trebuchets, so it is advisable for a team that includes Berbers to make the Berber player their spring in order to research this technology early. It stacks with the Ethiopian technology Royal Heirs, making the Shotel Warrior the unique unit with the fastest creation speed in the game. Kasbah has a natural synergy with the Turkish team bonus, faster gunpowder unit creation. Considering that the Spanish Conquistador, the Turkish Janissary, and the Portuguese Organ Gun are gunpowder units created at the Castle, a team including Turks, Berbers, and Spanish/Portuguese is a dangerous combination.
The Berbers' Genitour is a great addition for many allied civilizations, especially the ones with civilization bonuses and technologies that benefit the unit:
A team containing Berbers and Magyars will have arguably one of the best and more diverse trash unit army, as they will have Genitours from both players, cheaper regular Hussars, and Magyar Huszars. Having Britons and Berbers on the same team will help that team to spam Archers faster, including the Genitour. A Vietnamese teammate also grants Berbers Imperial Skirmishers and gold bankroll from Paper Money in exchange for hardier Genitours and Kasbah to mass-produce Rattan Archers at lightning speed, hence also a nightmarish pair of "trashers" for their opponents.
Berbers benefit greatly from team bonuses that improve their Cavalry and Camels. Having a Indian ally (+6 Camel attack versus buildings) will further the already cheaper and versatile Camels and Camel Archers. Having a Hun ally (+20% faster Stables) will further the creation speed from Stable units that, in the Berbers case, are already cheaper.
On water maps, having a Viking ally (-15% Dock cost) can help with taking the water in early game. The Berbers also make a good synergy with the Japanese (+2 Galley line of sight), making the Berbers' Galleys excellent scouts with their faster speed. The Spanish bonus (+33% Gold from trade) applies to the Trade Cog, so the faster Berber trade cogs will generate gold even faster. The Malay also grant Berber players far-sighted Docks for them to build up solid coastal defense, in exchange for Kasbah technology to spam Karambit Warriors at lightning speed and Genitours to back their infantry swarms with covering javelin fusillades, particularly after Forced Levy has been researched.
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