CIVILIZATION · NORTH AFRICA
Berbers
Berbers are part of Age of Empires II, representing North Africa and emphasizing cavalry & mobility. Their signature roster includes the Genitour. Villagers move faster, with a larger boost from the Feudal Age.

Overview
Berbers are part of Age of Empires II, representing North Africa and emphasizing cavalry & mobility. Their signature roster includes the Genitour. Villagers move faster, with a larger boost from the Feudal Age.
Civilization identity
Berbers is classified as North Africa and is centered on cavalry & mobility. Its defining roster entrys are Camel Archer, Genitour. This focus is a starting point for reading the technology tree, not a requirement to use only one unit line: the bonuses and matchup determine which parts of the roster are worth investing in. In team games, genitours can be trained at the archery range from the castle age; account for this while choosing allies and deciding which role the civilization should cover.
Civilization bonuses and their value
Each bonus applies to a specific part of the economy, army, or map plan. Read the effect together with its target: a discount matters when it changes a build or upgrade timing, while a combat bonus matters only when the affected unit or structure is actually fielded.
- Villagers move faster, with a larger boost from the Feudal Age This affects economic tempo or worker efficiency and can change how quickly the civilization reaches its next production or Age-up timing.
- Cavalry become cheaper in the Castle and Imperial Ages This changes the resource investment or timing needed to field the affected option.
- Ships move faster This is a water-map advantage; plan around control of fishing, crossings, and transport rather than assuming it matters equally on a land map.
Signature units and unique technologies
Camel Archer: Mounted archers suited to countering other cavalry archers Genitour: A mounted skirmisher that counters ranged units and can be shared through a Berber team bonus These units define the civilization’s distinctive options. Its unique technologies add later-game choices; compare their effects with the cost and research timing before committing resources.
- Kasbah: Allied Castles work faster
- Maghrebi Camels: Camel units slowly recover health
Civilization game plan
The guide below connects the civilization’s bonuses to an opening, a main army, a transition, and the principal risk to watch. Adapt the sequence after scouting rather than treating it as a fixed build order.
- Opening: Scout early and choose a cavalry opening only when the map and opponent make it safe. Berber mounted units become especially valuable when sustained production matters.
- Core army: Combine cavalry with camels against mounted armies, and use Genitours to add mobile ranged damage against foot archers. Keep a few counter units mixed into the main force.
- Transition: Use mobility to raid multiple exposed areas, then add the Berbers’ unique units and technology when their roles fit the matchup.
- Watch for: Do not let discounted cavalry become an excuse to ignore counters; spears, walls, and concentrated ranged fire can blunt predictable raids.
Technology tree gaps
This civilization-specific tree marks the units, research, and upgrades that are unavailable. Check the named production building or research line before planning a transition; the gaps can rule out an otherwise familiar counter or upgrade.
- Barracks: Halberdier, Gambesons
- Archery Range: Arbalester, Parthian Tactics
- Stable: Paladin, Battle Elephant, Steppe Lancer
- Siege Workshop: Siege Ram, Siege Onager
- Castle: Sappers
- Monastery: Sanctity, Block Printing
- Defensive structures: Keep, Bombard Tower
- University: Architecture, Bombard Tower, Keep, Incendiaries
- Lumber Camp: Two-Man Saw
- Market:
Team-game role
The team bonus is Genitours can be trained at the Archery Range from the Castle Age. This can help define a complementary team role. Coordinate it with allied civilizations that can use the bonus or cover a weakness in the roster.
Strategic identity
Signature units: Camel Archer; Genitour. Distinctive bonuses: Cavalry become cheaper in the Castle and Imperial Ages. Ships move faster. In team games, its team bonus is Genitours can be trained at the Archery Range from the Castle Age. Its unique technologies are Kasbah (allied Castles work faster); Maghrebi Camels (camel units slowly recover health).
Unique units
Team bonus
Genitours can be trained at the Archery Range from the Castle Age.
Civilization bonuses
- Villagers move faster, with a larger boost from the Feudal Age.
- Cavalry become cheaper in the Castle and Imperial Ages.
- Ships move faster.
Unique technologies
- Also known as
- Berbers (Age of Empires II)
- Focus
- Cavalry & mobility
- Signature / category
- Genitour
- Release / context
- The African Kingdoms
- Region
- North Africa
- Classification
- African