FANDOM


Civilization Tech tree Strategy

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.

Strengths Edit

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

Weaknesses Edit

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.

Strategy Edit

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.

AlliancesEdit

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:

  • Aztecs: Genitours are created 15% faster and benefit from the Atlatl upgrade (+1 range and attack). They are the only mounted unit naturally available to the Aztecs without conversion.
  • Huns: Genitours are 15% cheaper in the Castle Age and 20% cheaper in the Imperial Age. They work better in conjunction with the Hun cavalry than the slower skirmishers.
  • Incas: The Andean Sling technology eliminates the minimum range of Genitours, thus enhancing their effectiveness against melee units.
  • Mongols: Genitours fire 20% faster and benefit from the almost full mounted archer tech tree (only lacking Ring Archer Armor). They work better in conjunction with the fast Mongol cavalry than the slower skirmishers.
  • Saracens: Genitours gain +3 damage against buildings and can serve a supporting function in raids. They also benefit from the full mounted archer tech tree.
  • Turks: A fully upgraded Turkish Elite Genitour will receive +20 hit points, +1 armor, and +2 pierce armor when compared to that of the Berbers. As a trash unit it ties in very well with the heavily gold-reliant Turkish army.
  • Vietnamese: Genitours receive extra hit-points for each age researched, can amass quickly with free Conscription, and benefit from the full mounted archer tech tree.

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.

Compared Advantages and disadvantagesEdit

Advantages vs other civilizations Edit

  • The Camel Archer being a cavalry archer with attack bonus vs other cavalry archers can counter Mongol Mangudais, Indian Elephant Archers, Korean War Wagons, Burmese Arambai, and of course regular cavalry archers so civilizations like, ]Huns, Mongols, Burmese, Magyars and Turks that may rely on cavalry archers will have a hard time against Berbers. Also they can counter slow moving melee units by hit and running them, like the Champion, the Slavic Boyar, the Persian War Elephant, the South east Asian battle elephants, the Teutonic Knight, etc. so Infantry reliant civilizations such as Aztecs, Celts, Incas, Slavs and Japanese may have trouble against Berber Camel Archers as well.
  • The Genitour being a mounted skirmisher can counter very effectively archers, including Mayan Plumed Archer, Incan Slinger, British Longbowmen, Chinese Chu ko nu, etc. so Archer reliant Civilizations will have a hard time against a Berber army composed by Genitours.Genitours as well are effective against Cavalry archers so combined with the Camel archer they add more power against civilizations like Huns, Magyars, Turks and Mongols. Also they can counter slow moving melee units by hit and running them. Despite lacking the Halberdier upgrade, as the Genitour is a "trash unit", Berbers will excel at trash wars especially against civilizations that lacks good trash, good champions or lacks one or more of the following upgrades: the Halberdier, the Hussar and elite skirmisher upgrades. Turks and Persians will have a hard time against Berbers in trash wars. Arguably the Italian Genoese Crossbowmen are in tie against Genitours. The Scout Cavalry line cheapness also adds for the Trash Wars.
  • Being a civilization with good mid game and able to raid with the use of Scout Cavalry, Camels, Knights and Cavalry archers they can defeat civilizations that have bad early game and regular mid game in open maps like Arabia, especially if starting at Feudal age Age. These civilizations include, Turks, Spanish, Portuguese and Khmer for example. As the Scout Cavalry line is significantly cheaper it is also a great counter against monks  even the monks of  civilizations like Aztecs, Slavs, Burmese and Saracens will have troubles against them.
  • Having not only cheaper Camels but also Camels with regenerating ability they can counter effectively cavalry, so cavalry reliant civilizations such as Magyars, Franks, Persians and Huns will have a hard time.
  • Regarding Naval Warfare they are at advantage against civilizations with bad early game navy as they can perform effectively Galley and fire Galley raids. Also their fast moving ships have a better advantage against the slow Korean Turtle Ships.

Disadvantages vs other civilizations Edit

  • Despite Both of their unique units are a great asset against foot archers, Cavalry archers and to some extent Infantry and slow moving units, they can be countered by masses of Halberdiers and/or Skirmishers so civilizations like Byzantines which have cheaper Halberdiers and Skirmishers can counter them. Samurais are also a threat to both of them if massed. Some infantry civilizations with good Halberdiers or good anti-cavalry infantry such as Slavs, Burmese and Incas (this last with their Kamayuk and their skirmisher buffed with Andean Sling) can also counter their unique units. Civilizations with good skirmishers that can also counter the Berber Unique units are the Aztecs, the Vietnamese, and the Britons. As they both deal pierce damage they can also be countered by units with high pierce armor like the Malian infantry, the Goths Huskarl (which also deal bonus damage against archers) and the Vietnamese Rattan Archer. If the player ignore to micromanage them, then Onagers are also a threat so civilizations like Ethiopians, Celts and Koreans can counter both of these units with Onager volleys
  • Since they lack several siege upgrades, civilizations with good defenses can overturn them at the mid game, like Incas, Byzantines, Chinese and Koreans.
  • Being heavily reliant on Cavalry, Civilizations with good anti-Cavalry units can counter them very effectively such as Italians (with their Genoese Crossbowmen) other camel based civilizations such as Saracens, Indians and Malians, and civilizations like Incas ( with their Kamayuk) Slavs and Burmese.
  • Mayans, Incas and Aztecs have Eagle Warriors that can counter effectively Camels, Camel Archers and Genitours thanks to their speed and pierce armor, as well as having bonus damage against Cavalry.
  • Having mediocre defense, civilizations with good siege engines can destroy a Berber town, such as Celts, Ethiopians, Turks, Slavs, and Koreans.
  • Despite having a good early game navy, as they lack the Shipwright upgrade they may lose at late game against civilizations with either access to this technology or that have cheaper boats ( like the Vikings), or civilizations with late game sustainable economy (like the Malay and Portuguese). As their naval power relies on speed boost but not on attack or more armor and HP they may also be overturned by civilizations like Saracens (which their galleys fire faster), Byzantines (which their Fire Galleys fire faster and have more range) or Portuguese (which their navy overall have more HP and armor).

Situational advantagesEdit

  • In the Real World map Earth they have an early advantage as in this map players start with 3 villagers a scout and a transport ship (that in Berbers case move faster)
  • In nomad maps they get a great advantage considering their villagers move faster so they can explore better the map while also reuniting them earlier at the selected location for their first Town Center. In the " Water Nomad" map included in the "Rise of the Rajas" expansion they also get a second advantage as in that map every player starts also with fishing ships which in Berbers case move faster.
  • In the Capture the Relic Game mode as their light cavalry is significantly cheaper they have an advantage as this is the usual counter to monks.
  • In Regicide game mode as all players already start with a castle they and their allies may take that as advantage thanks to the Kasbah technology enabling them to spam earlier their castle units at a faster pace than their opponents.