Age of Empires III: Definitive Edition

Age of Empires III: Definitive Edition

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African Natives - The African Royals
By Oswalt Ousland
This guide provides a complete overview of all African Royals featured in the game. This work includes detailed lists of unique units, technologies, and bonuses offered by each African Minor Civilization, along with descriptions, population costs and resource costs.
   
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Introduction
African Kingdom alliances provide unique units, as well as numerous and valuable economic and military technologies. All African Native technologies are available in the Exploration Age (I). In order to establish an alliance, you need to build a Trading Post on a African Kingdom site.


This guide shows the base statistics from each African unit. In-game statistics may vary to the base ones, according to the veterany of each unit, upgrades, etc.

Icons
Attack

Melee attack

Range attack

Siege attack

Area attack

Statistics

Health points

Defense

Speed

Attack speed

Range of attack

Population cost / Unit train limit

Damage bonuses

Infantry

Heavy infantry

Shock infantry

Hand shock infantry

Light infantry

Ranged shock infantry

Cavalry

Heavy cavalry

Light cavalry

Villger

Artillery

Ships

Resource enclosure

Treasure guardian

Pet (Domesticated animals)

Resources

Food cost

Coin cost

Wood cost

Availabilty by Ages

Exploration Age (I)

Commerce Age (II)

Fortress Age (III)

Industrial Age (IV)


Updated 08/15/2025: Description of each African Kingdom alliance. Corrections on the statistics of units and technologies.
Updated 08/21/2025: Age availability of African units.
Updated 09/13/2025: Introduction to African Native Units.
The African Royals - Native Units
African alliances offer cheap Infantry and Cavalry units, most of which are very effective against Shock infantry and Cavalry. African Native Units can also be classified as light or heavy infantry, or as light and heavy cavalry. With some more specific classifications such as Gunpowder trooper, Musket infantry, Rifle infantry, etc.
African Native technologies are available since the Exploration Age (I). They are relatively cheap technologies compared to the upgrades of other Native alliances such as Asian natives or European Royal Houses.

Affrican Native Units benefit from City Cards related to Native Warriors. They also benefit from Arsenal technologies, Church Technologies, Infantry and Cavalry City Cards and from other Native Post Technologies depending on their unit type. These units serve as expendable troops to defend the base from raids, or as assault forces that tank enemy damage.

The African civilizations can ship many African Native units from the Home City at the cost of Influence, a new resource exclusive to these civilizations. This resource can be obtained in different ways: through livestock, passively generated by Trading Posts, from Hausa Universities, or from Ethiopian Mountain Monasteries.

Hausa and Ethiopians can age up by choosing an alliance in each era. Among these alliances are the African Natives. Ethiopians have access to the Somali and Sudanese alliances, including their units and some of their technologies. In the other hand, Hausa have access to the Berbers, Akans and the Yoruba alliances.

Akans - Units
The Akan alliance specializes in heavy infantry units with ranged area damage. The Akan Ankobia is a versatile Musketeer-like unit, effective against large groups of infantry. This unit performs best in large groups to consistently deal area damage to big enemy formations. Additionally, the Akan Ankobia can fight cavalry effectively in melee combat.

Akan Ankobia
Akan warrior firing a powerful old musket.

75 40 12 per Akan alliance
170 4.0 0.25% Melee - Available:
Ranged attack: 19 12 3.0 1
Siege attack: 16 6 3.0
Melee attack: 10 1.5 x 3 x 2.2

Akan Tufohen
Powerful African Warchief who gains strength from nearby Native Warriors. Can heal and build. Good against cavalry. The Akan Tufohen will respawn at the Home City shipment point 120 seconds after he is killed.

600 4.0 0.30% Melee - Available:
Healing: 10 Hp/s 12
Ranged attack: 23 12 3.0 1
Siege attack: 13 6 3.0
Melee attack: 13 1.5 1 x 5 x 3.4

Chaos: Causes treasure guardians in an Area of Effect of 3 to attack each other for 5 seconds. If the ability targets a single guardian, it will be stunned instead. Groups of weaker guardians (like Baboons) are affected for a shorter duration. 90 seconds cooldown.

Fealty Aura: Increases the Akan Tufohen's hit points by 3% and damage by 1.5% for every allied native warriors in an Area of Effect of 32 around him.
Hero only available after researching the Akan Asafo technology.
Akans - Tecnhologies
The Akan Technologies mainly benefit the player’s economy by improving the gathering rate of resources such as coins and food. The Akan Gold Economy technology provides a Gold Mine, which is useful in the late game when there are few coin sources available in the match. This technology can also be useful when the nearby coin sources around the Town Center have been exhausted and you need a close and safe source. The Akan Palm Oil Exports technology can be used to quickly access wood and coins, allowing the player to develop military technologies, buildings, or artillery.

The Akan have only two military technologies. One of them provides a unique unit, while the other improves infantry training and speed.

Akan Warrior Societies 150 100
Upgrades Akan Ankobia to Elite (+25% hit points and damage).

Champion Akan 400 300
Upgrades Akan Ankobia to Champion (+35% hit points and damage). Requires Akan Warrior Societies.

Akan Asafo 200 200 200
Your military efforts are joined by an Akan Tufohen, that can respawn for free at your Home City military arrival point. Delivers 1 Akan Tufohen. The Akan Tufohen is a Hero unit that can collect treasures and build Trading Posts and Native Embassies.

Akan Fontomfrom 250 200
Infantry training and movement speed improved. The Tufohen takes less time to respawn at the Home City arrival point. Infantry train time -20%, speed +5%. Akan Tufohen respawn time -20%. Old Han Army and Territorial Army train time -20% Standard Army, Ming Army, Black Flag Army, and Imperial Army train time -10%. Skull Knight and Warrior Priest train time -5% instead

Akan Gold Economy 325 325
Ships 1 Gold Prospector Wagon. All villagers gather coin faster from Mines. Villager gather work rate for mine, Tribal Marketplace, and Mountain Monastery +10% Abun gather work rate for Mountain Monastery +10%

Akan Palm Oil Exports 50 50
All Food is converted into 50% Wood and 50% Coin.

Akan Cocoa Beans 175 175
All villagers gather food faster from Berry Bushes, Mills, Farms, Rice Paddies, and Fields. Villager gather work rate for Berry Bush +30%, for Cherry Orchard, Mill, Farm, Rice Paddy (food), Field (food), and Hacienda (food) +10%
Berbers - Units
The Berber kingdom is a balanced alliance, with both economic and military units that benefit Fast Fortress strategies, while also providing two cavalry units with strong melee attack.


Camel Rider
Berber light cavalry warrior riding a fast camel that terrifies horses. Good against cavalry and artillery. Countered by light infantry.

120 60 9 per Berber alliance
300 7 0.20% Ranged - Available:
Siege attack: 14 6 3
Melee attack: 22 1.5 x 2.0 x 1.6 x 1.5 x 0.75 x 0.5
Trample attack: 14 2.0 3

Musket attack: Fires a musket shot that does 24 ranged damage from a range of 15, with bonus against cavalry. Activate automatically when charged. 30 second cooldown. Requires Berber Fantasia.

Berber Nomad
Berber Villager that excels at gathering natural resources but is poor at agricultural gathering. Stronger and faster in groups.

150 1
170 4 0.20% Ranged
Ranged attack: 4 12 3.0 x 5.0 x 4.0 x 2.0 x 2.0 x 0.5
Siege attack: 5 6 3.0 x 3.0
Melee attack: 10 2 1.5

Berber Nomads gather resources from different sources at a different speed. They gather +33.4% faster natural resources, but -33.3% slower from economic buildings. The Berber Nomads gain +5% hit points and +0.1 speed per other Berber Nomad within 20 range.

Berber Salt Camel
Salty camel enraged from carrying heavy bags of salt through the desert. Constructs a Salt Mine.

200
250 4.0 0.20% Siege

Berber Sultan
Hero Berber Sultan. Gains attack and hitpoints from nearby Mercenaries and Outlaws.

500 6.75 0.30% Ranged
Siege attack: 20 6 3.0
Melee attack: 30 1.5 x 1.2 x 0.25
Trample attack: 20 2.0 3 x 0.25


Musket attack: Fires a musket shot that does 60 ranged damage from a range of 15, with 2.0x bonus damage against heavy cavalry, artillery, and hand shock infantry, and 0.25x against villagers. Activate automatically when charged. 30 second cooldown. Requires Berber Fantasia.

Chaos: Causes the target treasure guardian and other guardians in an Area of Effect of 3 around them to attack each other for 5 seconds. 18 range, 90 seconds cooldown.

Fealty Aura: Increases the Berber Sultan's hit points and damage for every allied mercenaries and outlaws in an Area of Effect of 32 around him. Each mercenary increases the Sultan's hit points and damage by 6% and 3% and each outlaw increases the Sultan's hit points and damage by 3% and 1.5% respectively.
Berbers - Technologies
The Berber technologies primarily benefit the Berbers’ unique units by improving their combat capabilities. In the case of their unique economic unit, the Berber Nomad, it gains a stronger attack against cavalry if the Berber Kings of the Desert is researched. The Berber Ghorfas is not considered a particularly useful technology because it requires positioning economic buildings closer to the front lines of the player’s base. This strategy exposes the economy to the enemy forces, who would only suffer a speed penalty when near the economic buildings.

Berber Salt Caravans is their only economic technology. However, it is also not considered particularly useful, as the benefit it provides on coin gathering is minimal.

Berber Warrior Societies 150 100
Upgrades Berber Camel Riders to Elite (+25% hit points and damage).

Champion Berbers 400 300
Upgrades Berber Camel Riders to Champion (+35% hit points and damage) Requires Berber Warrior Societies.

Berber Fantasia 200 200 200
Berber Camel Rider and Berber Sultan Line of Sight +5; Zenata Rider Line of Sight +3; Berber Camel Riders, Zenata Riders, and Berber Sultan get the Musket Attack charged ability

Berber Kings of the Desert 200 200
All Villagers gain more hitpoints. Berber Nomads gain so much bonus damage against Cavalry that they can defend themselves from cavalry raids. Land villager hit points +35%; sets Berber Nomad bonus damage against cavalry to 5.0x, against shock infantry to 3.4x

Berber Salt Caravans 150 150 150
Grants a steady Coin trickle which grants more resources the more food and wood you have stockpiled. Grants a trickle of coin based on total food and wood (0.001 coin per food + wood; min. 1 coin, max. 4 coin).

Berber Dynasties 250 250 250
Your military efforts are joined by a Berber Sultan, that can respawn for free at your Home City military arrival point and train Berber mercenaries. Delivers the Berber Sultan. Enables Berber Sultan, Tavern/Mercenary Camps, Monastery, Saloon, and Palaces to train Barbary Corsairs and Zenata Riders.

Berber Ghorfas 150 250 250
Enemy Military units become slower when approaching the immediate vicinity of Mills, Estates, Farms, Rice Paddies and Fields. Enemy military units in an Area of Effect of 9.5 around Mills, Estates, Farms, and Rice Paddies, an Area of Effect of 5 around Fields, and an Area of Effect of 12 around Haciendas have their speed reduced by 30%.
Somalis - Units
The Somali alliance offers a great variety of heavy and light infantry units that specialize in very particular counters, such as artillery, ships, cavalry and shock infantry.


Somali Issa Warrior
Heavy ranged Somali javelineer. Attacks closer targets faster. Counters cavalry from range.

40 60 10 per Somali alliance
120 4.5 0.20% Melee - Available:
Ranged attack: 14 14 3.0 - 2.0 x 2.5 x 1.9
Siege attack: 12 6 3.0
Melee attack: 12 1.5 x 3.0 x 2.25

The shorter the range, the lower the Rate of Fire (Ranged attack).

Somali Darood Militia
Somali militiaman of the Darood clan. Specialized at countering artillery and ships.

60 60 10 per Somali alliance
140 4.0 0.30% Ranged / Siege - Available:
Ranged attack: 11 22 3.0 x 6.0 x 3.0 x 0.6 x 0.6
Siege attack: 20 6 3.0
Melee attack: 7 x 1.5 x 6.0 x 3.0

Askari
Powerful well-drilled African musketeer mercenary ready to restore order.

230 2
400 4.5 0.20% Melee - Available:
Ranged attack: 40 16 3.0 x 1.5 x 1.3
Siege attack: 40 6 3.0
Melee attack: 32 1.5
Somalis - Technologies
The Somali technologies are highly diverse, providing various economic, defensive, and military, benefits. Even reconnaissance advantages, allowing the player to see the location of fortifications, Trading Posts, Docks, and ships with the Lighthouse ability.

The Somali Coinage technology is extremely useful on maps with long trade routes. On the other hand, the Somali Oryx Hide Shields technology is very useful for civilizations focused on melee infantry, such as the Spanish, Aztecs and Incas.

Somali Warrior Societies 150 100
Upgrades Somali Darood Militia and Somali Issa Warriors to Elite (+25% hit points and damage, +1 ranged attack range).

Champion Somali 400 300
Upgrades Somali Darood Militia and Somali Issa Warriors to Champion (+35% hit points and damage, +1 ranged attack range) Requires Somali Warrior Societies.

Somali Coinage 250 250
Trade Route food, wood, coin, XP, and influence inventory +30%. Fishing boat gather work rate for whale +10%. Villager gather work rate for mine, Tribal Marketplace, and Mountain Monastery +10%. Abun gather work rate for Mountain Monastery +10%

Somali Jile Daggers 150 150
Foot Archers and Infantry armed with rifles attack faster in melee. Foot archer and rifle infantry hand attack Rate of Fire -35%. Hand skirmisher (except Urumi Swordsman) hand attack Rate of Fire -15% instead

Somali Ajuran Engineers 250 250
Increases the Build Limit of Frontier fortifications (Outpost, War Hut, Castle, etc). Siege units and Warships inflict more damage against Frontier fortifications. Frontier fortification build limit +4 Artillery, siege unit, and war ship bonus damage against frontier fortifications +20%.

Somali Local Forces 50 50
Allows Askaris to be recruited from Somali Trading Posts.

Somali Berbera Seaport 250 250
All your future shipments deliver an extra fishing boat. Grants 1 Red Sea Wagon (constructs most buildings).

Somali Oryx Hide Shields 150 150
All infantry get additional armor against ranged attacks and all hand infantry become cheaper. Infantry ranged resistance +5%. Desert Warrior, Azap, and Pavisier resistance in all stances +5%. Hand infantry cost -10%. Old Han Army and Ming Army wood cost -10%. Territorial Army and Black Flag Army food cost -10%

Somali Lighthouses 250 250
Outpost, Dock and Trading Post line-of-sight greatly increased (+10 line of sight). Enables the Lighthouse ability to be used at Somali Trading Posts, which causes all enemy fortifications, Trading Posts, Docks and naval units to be revealed for a short time.
Sudanese - Units
The Sudanese provide a unique light infantry unit that is effective against heavy infantry in melee, along with two balanced mercenary units.


Sudanese Dervish
Fast Sudanese infantry which tosses knives from range to inflict hand damage. Attacks faster at close range. Good against heavy infantry, particularly in melee.

50 50 15 per Sudanese alliance
110 5 0.15% Ranged - Available:

Ranged attack: 9 13 2.5 - 1.0 x 2.5 x 0.5 x 0.5
Siege attack: 8 6 3.0
Melee attack: 9 1.0 x 3.0 x 0.5 x 0.5
Askari
Powerful well-drilled African musketeer mercenary ready to restore order. Available after researching the Sudanese Local Forces technology.

230 2
400 4.5 0.20% Melee - Available:
Ranged attack: 40 16 3.0 x 1.5 x 1.3
Siege attack: 40 6 3.0
Melee attack: 32 1.5

Sennar Horseman
Heavy hand cavalry mercenary from Sudan with many hitpoints and dual armor. Good against light infantry and artillery. Available after researching the Sudanese Local Forces technology.

400 4
1000 6.25 0.20 Ranged / 0.30 Siege - Available:
Siege attack: 55 6 3.0
Melee attack: 32 1.5 x 2.0
Trample attack: 21 2.0 3
Sudanese - Technologies
The Sudanese technologies improve the player's economic infrastructure by reducing the cost of production buildings such as Mills, Farms, Haciendas, and more. In addition, through the Sudanese Red Sea Trade technology, the player receives two Red Sea Wagons, which can be used to enhance either military or economic infrastructure.

The Sudanese Local Forces is undoubtedly the best technology offered by this alliance. This technology allows the player to train one of the best heavy cavalry mercenary units, the Sennar Horseman, as well as the african musketeer unit, the Askari.

Sudanese Warrior Societies 150 100
Upgrades Sudanese Dervishes to Elite (+25% hit points and damage).

Champion Sudanese 400 300
Upgrades Sudanese Dervishes to Champion (+35% hit points and damage) Requires Sudanese Warrior Societies.

Sudanese Hakura System 200 200
Mill, Estate, Farm, Rice Paddy, and Hacienda cost and build time -30%. Field cost -30%, build time -15%.

Sudanese Red Sea Trade 250 150
First Time: Ships 2 Red Sea Wagons. Red Sea Wagons can build any military and economic buildings for free.

Second Time: Delivers 1 Red Sea Wagon, and an additional 1 Red Sea Wagon for every 5 minutes of game time, up to 30 minutes. 1125 675

Sudanese Quilted Armor 250 250
All Cavalry and Shock Infantry get additional armor against hand attacks. Cavalry and shock infantry hand resistance +10%.

Sudanese Local Forces 50 50
Allows Askaris and Sennar Horsemen to be recruited from Sudanese Trading Posts.
Yoruba - Units
The Yoruba unique units excel at fast ambushes thanks to their high attack speed. The Yoruba Eso Rider is great for fast base defense maneuvers with a Native Embassy.

Yoruba Oyo Legionary
Very powerful, but slow training heavy ranged javelin infantry. Attacks closer targets faster. Carries a large shield for extra protection against ranged attacks. Good against cavalry.

90 90 8 per Yoruba alliance
220 4 0.25% Ranged - Available:
Ranged attack: 26 16 3 -1.5 (Close range)
Siege attack: 16 6 3
Melee attack: 16 1.5 x 3.0 x 2.2
Yoruba Eso Rider
Quick-training and fast moving powerful lancer that slowly loses hitpoints. Attacks faster as he loses hitpoints.

90 90 5 per Yoruba alliance
200 7.5 0.55% Ranged/Melee - Available:
Siege attack: 15 6 3.0 - 2.0
Melee attack: 35 2.0 - 1.0 x 1.5 x 1.5 x 0.67 x 0.25
Trample attack: 23 2.5 - 1.5 3
Yoruba - Technologies
The Yoruba technologies primarily benefit their unique units, enhancing the combat capabilities and survival rate of Yoruba Oyo Legionary and the Yoruba Eso Rider. This alliance focuses on improving the defense of the player’s base through the Yoruba Eredo Legacy technology, which provides two defensive buildings, and with Yoruba Wrestling technology the player can increase the lifespan of Levy units for any civilization.

Yoruba Warrior Societies 150 100
Upgrades Yoruba Oyo Legionaries and Eso Riders to Elite (+25% hit points and damage).

Champion Yoruba 400 300
Upgrades Yoruba Oyo Legionaries and Eso Riders to Champion (+35% hit points and damage) Requires Yoruba Warrior Societies.

Yoruba Ida Swords 150 150
Yoruba Legionaries inflict poison damage when attacking at melee.

Yoruba Herbalism 250 250
All villagers gather wood faster. All native and civilian units heal slowly when close to trees or berry bushes. Villager gather work rate for tree and Mango Grove +10%.

Yoruba Twins 750 750
Each Yoruba native unit spawns a clone of itself.

Yoruba Eredo Legacy 200 200
Ships 2 Outpost Wagons. Walls and Gates grant XP upon being build. Wall Xp bounty +1 Gate Xp bounty +10.

Yoruba Wrestling 300 300
All short-duration units keep 25% of their hitpoints and lose hitpoints at a slower rate. This includes units like: Militiaman, Bashibozuk, Minuteman, Warrior, Irregular, Sentry, Levied Spearman, Levied Bowman, Levied Gunner, and Yoruba Eso Rider.

2 Comments
Oswalt Ousland  [author] 15 Aug @ 9:22pm 
Thank you so much for your comment! I appreciate you taking the time to check out the guide. I’m glad you liked it.
GandalfTheWhite7 15 Aug @ 6:12pm 
High quality guide brilliantly done!