The African region is a region in Empire Earth II: The Art of Supremacy. It consists of the Maasai and Zulu.
Manual description[]
As the birthplace of humanity, Africa also witnessed the birth of tribes. Citizens drop off more food, cumulative with other drop-off bonuses, to better feed their tribe. Units are trained more quickly at barracks due to tribal rivalries that stretch back millennia. When constructing a temple or fortress, two free houses are built and placed automatically in the same territory (if there’s room for them). Finally, the African region gains a resistance bonus to enemy units attempting to capture any of its barracks.
African Wonders[]
- Manyatta of the Warriors – The traditional Maasai Manyatta was a village that all of the warriors of the tribe occupied, separate from the women, children and elders. Once this Wonder is built, it produces one Light Infantry unit every minute, and there is a chance each time that it will instead produce your civ’s Unique Unit (for the Epoch you’re in). These units cost no resources but do count against the population capacity (pop cap). It is available in Epochs 1 –15.
- Market of Djenne – Djenne is the oldest known city in sub-Saharan Africa, and its legendary market thrived due to its prime location along major trade routes. Once you construct the Market of Djenne, you receive gold from any player’s successful market trade routes. In other words, each time any trade unit in the world completes a trade, the player owning this wonder earns a little gold. It is available in Epochs 6 – 15.
- Sankore Institute – Named for the University of Sankore – the original center of Islamic learning and book trade located in Timbuktu – this famed modern research facility increases the generation rate of tech points while it stands. It is available in Epochs 11 – 15.
African Region Bonuses[]
- City Centers and Warehouses have a 10% drop off bonus for Food
- Barracks units are built 10% faster
- Constructing a temple or a fortress in a territory automatically creates 2 free houses
- Barracks have 20% greater capture resistance
African Region Powers[]
- Spirit of the Tribe (Epochs 1-5): When this power is active, all of the player's units receive the fullest Morale (inflicting more damage) and Fervor bonus (taking less damage), regardless of proximity to houses or city centers
- Bad Voudon (Epochs 6-10): When this power is active, all enemy units within any of the player's territories begin to take damage.
- Warrior Heart (Epochs 11-15): When this power is activated, all units in any player-owned army receive healing equivalent to being within a city's healing radius. The health bar of each affected unit will flash while it is being healed.