Ethiopians
The Ethiopians are an African civilization introduced in The African Royals. They use an alliance system and Influence alongside ordinary resources, with Mountain Monasteries and civilization-specific choices supporting the army.

Economy & identity
An age advance brings alliance options whose units, technologies and economic benefits differ. Ethiopian military choices include regional infantry and cavalry, while Influence unlocks purchases that cannot be paid for with Food, Wood or Coin alone.
Military & matchups
Choose an alliance for the next unit or economy need and protect the source of the resource needed to use it. Read the Ethiopian technology tree rather than applying Hausa or European age-up assumptions.
Practical direction
Plan the alliance around the resource and unit access it gives, then adapt as the opponent reveals a composition.
Influence, livestock and the Mountain Monastery
Ethiopians use Influence alongside Food, Wood and Coin. A Mountain Monastery can be built on top of a mine and switched between Coin and Influence generation, so its location decides which resource it supplies. Livestock creates another Influence stream as Zebu cattle fatten; the starting animals arrive with Food and gather automatically, while the Livestock Market can fatten or exchange animals for Wood and Coin. This makes livestock a flexible reserve rather than only a Food source. Plan the market and monasteries around the age-up alliance and the Palace units you expect to train. Influence is required for native warriors, mercenaries, artillery and alliance technologies, so it should not be spent without regard to the next military timing. Mines are finite, while livestock takes time to fatten; managing both sources keeps Palace production available later.
Alliance age-ups and Palace production
Ethiopians choose Alliances to advance in Age. Each selection supplies a distinct package and can unlock units or upgrades that shape the next phase. The Palace trains special units from alliance rewards, mercenaries and artillery; these troops cost Influence and often use substantial population. Research such as Imported Cannons can unlock Falconets, Culverins and Mortars at the Palace. Native warriors and artillery improve automatically with each Age-up in the current profile, which gives an Age advance a direct military payoff as well as its alliance reward. Many Palace units are also upgraded automatically, avoiding a separate stream of ordinary unit research. Choose an alliance with the planned composition in mind and keep enough Influence reserved for the troops or upgrades that follow. The Palace is defensive as well as productive, so place it where it can guard the economy and the army’s reinforcement route.
War Camp infantry and cavalry roles
The War Camp trains the core Ethiopian force, including Gascenyas, Neftenya, Shotel Warriors, Oromo Warriors and Javelin Riders. Gascenyas are ranged infantry that can also fight cavalry in melee. Neftenya are durable skirmisher-style troops aimed at Heavy infantry and Light ranged cavalry. Shotel Warriors move quickly and attack light infantry, while Oromo Warriors are heavy hand cavalry with ranged and melee attacks whose attack rate improves at close range. Javelin Riders are ranged cavalry with a useful melee profile against hand cavalry. This roster rewards scouting: decide whether the opponent needs an infantry line, a mobile response or a unit that can pressure artillery. Keep vulnerable ranged troops behind the durable units and do not confuse a unit’s second attack mode with a universal counter. Palace units can complement the War Camp rather than replacing it.
Livestock Market and starting development
The Ethiopian opening begins with five Villagers, a Livestock Market Builder and cattle; the starting bonus includes one well-fed Zebu and additional animals with less Food. Trading Post sites are visible, helping identify map access early. The Livestock Market combines market and livestock-pen functions, allowing cattle to fatten and then be sold for Wood or Coin. Free Mountain Monastery Builders arrive with each Age-up, creating a chance to place the next monastery on an available mine without diverting the usual construction crew. The timing of this free structure still matters: it should be placed where its gathering mode is useful and protected. An early focus on cattle and Influence can unlock Palace options, while an ordinary resource focus may be safer when the enemy threatens a fast attack. Use the starting resources to create a repeatable plan rather than selling every animal immediately.
Siege, healing and special units
The Sebastopol Mortar is an expensive, slow artillery unit that can devastate land units and buildings but struggles against enemy artillery. Escort it with infantry and use Culverins or another response to remove hostile guns before the mortar is exposed. The Ras is a hero with a fealty aura who can build Palaces, Mountain Monasteries and Trading Posts, giving him a role in expansion as well as combat. Abuns heal at range and during battle and may gather at a Mountain Monastery, linking support to the economy. These units are not interchangeable: the Ras helps establish position, the Abun preserves an army, and the Sebastopol Mortar delivers siege pressure. Use each when its specialized function fits the fight, and maintain enough Influence and population for the rest of the force.
Balancing Influence and Coin
A Mountain Monastery’s toggle makes the mine a strategic choice. Coin supports ordinary production and research, while Influence is needed for Palace units, mercenaries, artillery and alliance upgrades. If a major Palace timing is planned, switch more monastery income to Influence before the army is queued. If the economy is short on Coin for buildings or Age advancement, preserve ordinary mining output instead. Livestock can supplement Influence without consuming the mine, but cattle must be allowed to fatten and remain exposed to raids. The player can diversify resource sources: mines support a selected monastery mode, while the herd provides Food and later trade or Influence. Watch the cost of the next alliance reward rather than accumulating Influence without a target.
Secure the Palace army
Influence-funded troops can be powerful but expensive in both resource and population terms. Keep enough ordinary resources for War Camp units that screen Palace artillery and mercenaries. A Sebastopol Mortar should not be sent forward without a response to enemy guns; use mobile troops to threaten Culverins or other artillery before the mortar advances. Abuns can heal the force after a controlled retreat, while the Ras can help establish a nearby Palace or Trading Post. This combination rewards preparation: build the resource engine, choose the alliance and only then commit the expensive army.
Place Monasteries for the next Age
A free Mountain Monastery Builder arrives with each Age-up, so the Ethiopians can add resource infrastructure without pulling another builder away from the army. Check nearby mines before advancing and decide whether the new monastery should produce Coin or Influence. Keep the Ras close enough to protect its construction and use the resulting income for the alliance’s next unit or technology.
Use Abuns to preserve a retreat
Let Abuns heal from behind the front line, and withdraw them with the Ras when the army regroups.
Influence, age-up choices and alliance support
Ethiopians use Influence alongside ordinary resources, and age-up choices determine how it enters the next military phase. The Mountain Monastery can be assigned to gather Coin or Influence, so its setting should reflect expected unit and technology costs. The available alliance roster depends on the chosen African alliance and its unlocks. Check what the next age makes available and whether planned units require Influence, Food, Wood or Coin. An army built around one expensive ally may be difficult to replace; combine allies with core units such as Oromo Warriors or artillery where useful, while preserving income for Villagers and buildings.
Use the Palace as a strategic production choice
The Ethiopian Palace can provide military support through its selected army option, complementing ordinary production rather than replacing it. Choose a force that fills a gap and fits available resources. If the Palace provides a one-time group, use its arrival to protect a transition or contest an objective; do not plan as if it continuously operates like a Barracks. The Mountain Monastery, Palace and age-up system compete for resources, so establish them in an order that leaves the economy working. Villagers still need to gather the Food and Coin required for core production.
African allies and shared roster context
Ethiopian units and buildings belong to the wider African expansion framework, but shared content should be distinguished from the unique roster. The alliance changes which allied units and improvements are available. Use it to cover a missing role—ranged support, cavalry or siege—instead of buying units simply because they are offered. Shared buildings and technologies can support a long match, while unique Ethiopian units define the faction’s particular strengths. Campaign appearances and historical battles can use scripted forces; the playable profile applies to standard skirmish mechanics.