
Age of History Africa - A Comprehensive Guide to Global Domination
Age of History Africa is a captivating turn-based strategy game where your ultimate objective is to conquer the vast continent of Africa. With 436 distinct regions at your disposal, you'll engage in strategic territorial acquisitions, lay siege to enemy capitals, and meticulously enhance your infrastructure to establish an unyielding dominance.
Intriguing Gameplay
Age of History Africa presents a gameplay experience that is both accessible for newcomers and deeply challenging for seasoned strategists. Put your strategic acumen and diplomatic prowess to the test as you strive to become the ultimate conqueror. With over 436 regions, 223 unique civilizations, and a diverse array of game modes and campaigns, the game promises an addictive gameplay experience enhanced by stylish minimalist graphics and a strong sense of realism.
Specific Game Settings
Before each round commences, players submit their orders. The number of orders you can submit is determined by your Movement Points for that round. Civilizations execute actions in a randomized turn order at the start of each round.
Map and Map Features
The capital city holds paramount importance for every civilization. Losing your capital for three consecutive turns will lead to the dissolution of your civilization. Capturing another civilization's capital grants you control over all its provinces. Capitals provide a defensive bonus of +15% and an offensive bonus of +15%. They come fully equipped with all essential buildings.
Neutral provinces are represented in a transparent manner, while colored provinces signify ownership by other civilizations. The map can be scaled; double-tap to revert to the standard scale. If the scale deviates from the standard, an exclamation mark will appear in the top right corner of the minimap.
Economy and Population
Utilize the Economy and Population buttons to access detailed information about each province's respective values. Employ the diplomacy button to inspect ownership and engage in diplomatic activities.
Treasury
Income tax contributes to your treasury, calculated based on your civilization's total population and economy. Military upkeep deducts from your treasury, with higher costs incurred for units at sea compared to those on land.
Orders - Normal View
- Move: Transfer units between provinces under your control or initiate attacks on other civilizations.
- Recruit: Hire units from a selected province, incurring a monetary cost and reducing its population.
- Build: Construct buildings in selected provinces, with associated costs.
- Disband: Remove units from a selected province to decrease military upkeep.
- Vassal: Establish a vassal state with another civilization.
- Annex: Reclaim a vassal state under your direct control.
Orders - Diplomacy View
- War: Declare war on another civilization.
- Peace: Propose a peace agreement to end conflicts.
- Pact: Offer a non-aggression pact, preventing attacks for five rounds (cancellable with advance notice).
- Alliance: Propose an alliance where the allied civilization assists in military efforts. Use the War order to inform allies of your targets.
- Kick: Terminate an existing alliance.
- Support: Provide financial aid to another civilization.
Building Types
- Fort: Grants a province a defense bonus.
- Watch Tower: Enables you to view army numbers in neighboring provinces.
- Port: Allows units to move into the sea. Units at sea can move back onto any land province, even if it doesn't have a port.