Age of History Africa - A Comprehensive Guide to Dominating Africa
Age of History Africa is a captivating global turn-based strategy game where your ultimate goal is to conquer the vast continent of Africa. With 436 meticulously divided regions, you'll engage in strategic territorial conquests, lay siege to enemy capitals, and meticulously enhance your infrastructure to solidify your dominance.
Intriguing Gameplay
Age of History Africa offers a gameplay experience that is both accessible for newcomers and challenging for seasoned strategists. Put your strategic acumen and diplomatic skills 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 addictive gameplay complemented by stylish minimalist graphics and a touch of realism.
Specific Game Settings
Before each round commences, players meticulously submit their orders. The number of orders you can submit is determined by your Movement Points for that round. Civilizations execute their 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 necessary buildings.
Neutral provinces are depicted in a transparent manner, while colored provinces belong to other civilizations. The map can be scaled; double-tap to return to the standard scale. If the map is not at the standard scale, an exclamation mark will appear in the top right corner of the minimap.
Economy and Population
Utilize the Economy and Population buttons to gain insights into each province's respective values. Employ the diplomacy button to inspect ownership and engage in diplomatic activities.
Treasury
Income tax contributes to your treasury, based on your civilization's total population and economy. Military upkeep deducts from your treasury, with higher costs for units at sea compared to those on land.
Orders - Normal View
- Move: Transfer units between provinces under your control or launch attacks on other civilizations.
- Recruit: Hire units from a selected province, incurring a cost and reducing its population.
- Build: Construct buildings in selected provinces, incurring 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 aids 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: Provides a province with a defense bonus.
- Watch Tower: Allows you to see army numbers in neighboring provinces.
- Port: Enables units to move into the sea. Units at sea can move back onto any land province, even if it doesn't have a port.
Tags : Simulation