
This scenario takes you to the continent of Africa, land of mystery and unimaginable wealth. Seemingly everyone wants to lay claim to this incredible land. Some are looking for new business opportunities and ways to extend their trade empires with the new clients setting up cities all around them. Some are in it to claim new land and cultural treasures for distant rulers, planting flags on new marvels never before seen by European eyes. Some have their homes in Africa and will defend their way of life to the end with spear and rifle.
The Path to Victory
- The winner is the civilization with the most Victory Points (VPs) at the end of 100 turns
- Land is worth double its usual number of points. In addition, each group of civilizations has a different way of acquiring bonus VPs
- This is always a 12 civilization game
- Research is disabled
- Extra VPs are awarded for the longest railroad between two cities, and for control of the city of Suez
- The interior of Africa is always randomized, though starting city and unit positions are not
European Nations

The European nations are in this to "civilize" this untamed land city by city. They want to see new Wonders, and transport whatever Artifacts they find back home to fill their museums. As a European, you have the entire coastline of Africa revealed, several cities already established (except Belgium), and the sure knowledge that none of the other European nations will declare war on you. You have Explorers to find Archaeological digs and Natural Wonders, you can build railroads, and your troops can embark to cross the water. Your goal is simple: explore, expand, exploit, and exterminate anything that gets in your way.
Belgium (Leopold II)
Belgium has a slightly different start from the other European nations, in that they don’t start out with any settled cities. The coastline is revealed, but they have a group of Settlers, military units, and Workers along a river to the interior, waiting to set up.
River Steamers: Rivers and difficult terrain adjacent to them count as clear terrain for movement. Rivers extend the length of land trade routes as if they were roads. +2 Production from Plantations.
Unique Units: Force Publique, Explorer

England (Victoria)
England starts with the highest number of Cities along the coast, but they are strung out and only lightly defended. In addition, their southern cities start out next to the Zulus and Boers, so expect a fight.
The Rhodes Colossus: Tile improvement construction rates doubled.
Unique Units: Ship of the Line, Explorer

France (Jules Grevy)
With the VPs from land being doubled, France’s boost to territory lets them get more from fewer cities. The Foreign Legion’s expertise at fighting on enemy soil also gives them a way to take what they need from others.
Third Republic: Founded cities start with additional territory.
Unique Units: Foreign Legion, Explorer

Germany (Bismarck)
Though the Germans start with only two cities, they are well defended and in good positions. The massive Brandenburg Ironclad thoroughly conveys the message to any City-State it steams past that Germany is not to be taken lightly. When they anchor right in a City-State’s harbor they send the message that perhaps Germany would make a better ally than an enemy. It’s called Gunboat Diplomacy for a good reason!
Gunboat Diplomacy: Gain nine additional Influence per turn from City-States you're strong enough to intimidate (i.e., have the ability to demand tribute from). City-States also do not become upset by your intruding units.
Unique Units: Brandenburg Class, Explorer

Italy (Giuseppe Garibaldi)
Italy needs the embarkation bonus, since you start with several cities settled north of Africa, not even on the continent! Your ships are potent raiders, but you start across a narrow strip of water from another naval power, the Ottomans. You need to establish a foothold quickly and defend it well, if you want to expand inland.
Mare Nostrum: Embarked units have +1 Movement and pay just 1 Movement to move from sea to land.
Unique Units: Caio Duilio Class, Explorer

Portugal (Maria Pia)
Portugal gets more initial cities, controlling a mix of coastline and islands. They are more of a trading power than a military one, but money can buy a lot of guns.
Mare Clausum: Resource Diversity grants twice as much Gold for Portugal in international trade routes.
Unique Unit: Explorer
Unique Building: Feitoria

Playing as a European

Europeans have an incredible advantage over everyone else, in that there are six European nations and they can’t declare war on each other. That somewhat insulates European players from some of the wars in this scenario.
You may be trying to grab as much land as you can, but there are common enemies that abound. Use your fellow nations to take down enemies and grab the land first, or promise to help them and then scavenge their remains after you keep getting delayed until they lose their cities.
Send your explorers out to find natural Wonders and Artifacts, and make the most of your ability to improve tiles and construct railroads. Being able to get the people you need into position before anyone else will make the difference between staying on the defensive and forging inland.
North African Nations

The North African nations are traders and merchants, seeking to find new markets and resources. They can wage war when they need to, but they’ll need friends for the Trade Routes that they depend on.
Egypt (Ismail Pasha)
Egyptians, like the other North African Nations, start in the northern part of the continent with only the northern coastal region initially revealed. They start with three cities all next to each other, including the city of Suez. It’s a strong starting position with nearby friendly civilizations to trade from, but owning Suez means that the civilizations that can declare war will be eyeing you hungrily. This is only compounded by the fact that the Burial Tombs that keep your people happy make your cities even more valuable plunder for raiders. Make your trades well. You’ll need the money to defend yourself!
Muhammad Ali's Legacy: Trade Route Gold bonus from Caravansaries and Harbors are doubled.
Unique Unit: Dervish Cavalry
Unique Building: Burial Tomb

Morocco (Hassan I)
Play Morocco if you dream of sleeping on a giant pile of Gold. Your three cities are next to the expansion-minded Europeans, but if you make your trades carefully you’ll be worth far more to them as a trade partner. Stay small and well-defended. Let your Caravans and Cargo Ships do the work!
Gateway to Africa: Receives +3 Gold and +1 Culture for each International Trade Route with a different civilization or City-State. The Trade Route owners receive +2 Gold for each Trade Route sent to Morocco.
Unique Units: Berber Cavalry
Unique Building: Kasbah

Ottoman (Abdul Hamid II)
The Ottomans have a choice: assemble a prize fleet of captured ships and prowl the coastline, or trade peacefully and then assemble a prize fleet of captured ships and prowl the coastline. Either way, it’s the life of a pirate for you!
Barbary Corsairs: All melee naval units have the Prize Ships promotion, allowing them to capture defeated ships. Pay only one-third cost for naval unit maintenance.
Unique Unit: Sipahi
Unique Building: Turkish Bath

Playing as a North African

Winning with a North African nation is all about playing the other nations off of each other while you hold what you have and make tons of money. Unlike the Europeans, North African Nations gain VPs (aside from land) through gaining Gold, so you can’t afford to make too many enemies. That being said, defend your interests! If one of the other civilizations keeps screwing with your bread and butter they’ve got to go.
Sub-Saharan Nations

The Sub-Saharan nations are the refugees who are trying to make a new life for themselves. They were in Africa long before the interlopers “discovered” it. They can war with whomever they want, and anyone underestimating them is in for some very unpleasant surprises.
Boers (Paul Kruger)
The Boers are all about defense as they build their Culture. They start out in the southern tip of Africa with no cities, directly between the Zulu and British. Boers have incredibly resilient defensive capabilities with their Foreign Volunteers, so make your way inland and dare anyone to dig you out!
The Great Trek: +1 Culture and +1 Food from each farm.
Unique Unit: Foreign Volunteer
Unique Building: Staatsmuseum

Ethiopia (Menelik II)
Ethiopians start in the middle of Africa, with no other civilizations in sight and the entire map blanked out. You’ll make contact soon enough, but until then build up your forces. Make sure that if visitors come with ill intent that they’ll never leave your land alive.
Spirit of Adwa: Combat bonus (20%) when fighting units from a civilization with more cities than Ethiopia.
Unique Unit: Mehal Sefari
Unique Building: Stele

Zulu (Cetshwayo)
The Zulu get a single coastal city next to the British and Boers, a few Settlers and Workers, and a large starting army. Now, you could sit back and hope that the foreign invaders will be friendly, or you could let your Impi show the arrogant fools that Africa belongs to the Zulu.
Solar Eclipse: 25% bonus when fighting an enemy unit that requires a more advanced technology.
Unique Unit: Impi
Unique Building: Ikanda

Playing as a Sub-Saharan
Sub-Saharans score VPs through Culture in addition to possessing land. They are also the group that can expect to see the most combat, as they have no natural allies and their bonuses are suited to war. The Boers are defensive, and they are good at surviving. Aggressive players will love the Zulu, and the Ethiopians own the middle ground. Don’t neglect your Museums and Culture, but don’t shy away from the fight!

Special Units
You’ll be familiar with most of the units that are available, but some of them are new and specific to the Scenario.
Force Publique
The Force Publique is a Rifleman exclusive to Belgium that specializes in fighting in rough terrain and taking out the wounded. Use ranged attacks to soften a target, and then bring in the Force Publique to vaporize them.
| Cost | 150 Production |
| Combat Type | Gunpowder Unit |
| Combat | 34 |
| Movement | 2 |
| Abilities | Drill 1, Damaged Enemy bonus (33) |
| Civilization | Belgium |
| Prerequisite Tech | Rifling |
| Becomes Obsolete With | Replaceable Parts |
| Replaces | Rifleman |
Explorer
Explorers are a special type of Archaeologist that can ignore terrain costs. They have a limited ability to defend themselves in a fight. Like Archaeologists, Explorers can be consumed to create an Archaeological Dig to find Artifacts.
| Cost | 134 Production |
| Combat Type | Recon Unit |
| Combat | 16 |
| Movement | 3 |
| Abilities | Ignores terrain cost, extra Sight (1), may create Archaeological Dig |
| Civilization | France, Italy, Portugal, Belgium, Germany, England |
| Replaces | Scout |
Foreign Volunteer
Weaker in an attack role than the standard Rifleman, the Foreign Volunteers of the Boers are made to act in a defensive capacity, putting up an incredibly resilient formation against an attacker and punishing their assaults.
| Cost | 150 Production |
| Combat Type | Gunpowder Unit |
| Combat | 28 |
| Movement | 2 |
| Abilities | Heals 25 damage if it kills a unit, strong defense |
| Civilization | Boers |
| Prerequisite Tech | Rifling |
| Becomes Obsolete With | Replaceable Parts |
| Replaces | Riflemen |
Dervish Cavalry
The Dervishes fight better in open terrain and help spawn Great Generals for Egypt.
| Cost | 150 Production |
| Combat Type | Mounted Unit |
| Combat | 34 |
| Movement | 4 |
| Abilities | No Defensive Terrain bonuses, can move after attacking, penalty attacking cities (33), Shock 1, Great Generals 1 |
| Civilization | Egypt |
| Prerequisite Tech | Military Science |
| Becomes Obsolete With | Combustion |
| Replaces | Cavalry |
Brandenburg Class
One of the strongest ships in the Scenario, they excel at coastal raiding and intimidating City-States into submission.
| Cost | 167 Production |
| Combat Type | Naval Melee Unit |
| Combat | 50 |
| Movement | 3 |
| Abilities | Double Movement in coast, Bonus vs Cities (33) |
| Civilization | Germany |
| Prerequisite Tech | Steam Power |
| Becomes Obsolete With | Combustion |
| Replaces | Ironclad |
Caio Duilio Class
Equally as powerful as the Brandenburg Class, the Caio Duilio is another fearsome raider of coastal cities.
| Cost | 167 Production |
| Combat Type | Naval Melee Unit |
| Combat | 50 |
| Movement | 3 |
| Abilities | Bonus vs cities (50), coastal raider, double Movement in coast |
| Civilization | Italy |
| Prerequisite Tech | Steam Power |
| Becomes Obsolete With | Combustion |
| Replaces | Ironclad |
Special Buildings
Much like the units, there are a few buildings in this Scenario that are entirely new. Get familiar with them to give your civilization the best chance at coming out on top.
Staatsmuseum
The Boer civilization amasses points based on land and Culture, but they are more defensively oriented than the Zulus or Ethiopians. Staatsmuseums are a good addition to Boer cities; they can start building up Culture points. Because Staatsmuseums give European civilizations Victory Points (any Great Works in them count as Artifacts), be wary of building them too close to a European neighbor. Defend your cities well!
| Cost | 100 Production |
| Maintenance | 2 |
| Yield | 1 Culture |
| Comment | Has two Great Works of Art or Artifact slots, comes with a pre-built Great Work of Art, unique building of the Boers, worth Artifact VPs for a European civilization if captured, replaces Museum |
| Prerequisite | Archaeology |
Burial Tomb
These buildings function in the same way that you're used to, but they carry even more risks than in a standard game. If the city is taken by a European civilization, any Great Work stored in the Burial Tomb will give them VPs as an Artifact. Egypt has always been a target, but in this scenario you are twice as lucrative for your enemies. Watch out.
| Cost | 67 Production |
| Maintenance | N/A |
| Yield | 2 Happiness |
| Comment | Has one Great Work of Art or Artifact slot, unique building of the Egyptians, worth Artifact VPs for a European civilization If captured, double Gold plundered if city is captured, replaces Colosseum |
| Prerequisite | Philosophy |
Turkish Bath
The Ottomans score points off of the Gold they make. Build these in every city to maximize your points and available cash.
| Cost | 241 Production |
| Maintenance | N/A |
| Yield | 2 Gold, 25% Gold |
| Comment | City must have a Bank, International Trade Routes generate +2 Gold for city owner, +1 for Trade Route owner, 2 Merchant slots, replaces Stock Exchange |
| Prerequisite | Electricity |