[CENTER]Kongo Total War
The mod is to be set in between 1482 to 1700 Africa, in the Geographical area just south of the mouth of the Congo River in Central Africa. Prior to 1482 the region was dominated by the Kongo Kingdom, either by conquests or vassalages relationships, but the advent of the age of navigation brought up new faith, trade and weapons to the region, and as such changed the balance of power between the various Counts, Dukes, Marquis and Kings of the region, especially when Portuguese and Dutch religious and military rivalries entered the mix. But even before this is settled, a hordes of fearsome warriors named the Jaga descended upon the land to plunders and burn every hamlet that dare resist them ... did I mention that they are cannibals ?
Play as European factions trying to secure commercial interest by playing various African Nations against each others or as African Kingdoms trying to either break free from bondage or pursue Hegemony over your rivals.
A more detailed, but difficult to read map
Factions :
Kingdom of Kongo and it vassal factions of : Count of Sonho, Duke of Nsundi, Dembos of Ambuila, Kingdom of N'dongo and Kingdom of Ngoyo
Kingdom of Matamba.
Kingdom of Loango.
Kingdom of Kakongo
Kingdom of Anzico e Macoco
Portuguese Presidio of Sao Paolo Luanda.
Dutch Republic
The Jagas Invaders.
Will you resist European demands ? Become a ruthless slaver ? Overthrow your Kongolese overlord ? or become Jaga diner
?
The mod features are : Trade, Slave trade, religious conversion, vassal-liege relationship, Jaga Invasion, and Mulatto factor & new weaponry.
Below is a list of feature, if you seen any feature which is impossible, please comment and ask question if anything doesn't make sense 
Trade
.
Prior to the arrival of Diogo Cao, the whole trade pattern of the region was centered inland and gravitated towards textiles, shell called Zimbos, metals, and exotic fruits. The only exception being the traffic of Ivory towards the region around the Niger river mouth. But now the arrival of European merchants have changed the the pattern towards the coast and new goods have been introduced such has new weapons, new textiles and superior metal tools.
This trade is not however without trouble, since the various European merchants are rivals among themselves, and like to voice their unhappiness with fire and steel if they can get away with it. You can trade with the Portuguese Presidio at Sao Paolo de Luanda, the Portuguese of Sao Tome e Principe, and the Dutch merchants, with different penalties and rewards.
The Portuguese of Sao Paolo de Luanda are particularly stingy, and offers your low payments for your goods, while being very offended if your trade with Sao Tome and especially the Dutch Heretics, but will provide your with invaluable mercenary units (Musketeers and Man-at-arms) to confront your rivals, even though these lent troops don't appreciate losing their life for a foreign cause. Don't expect them to sell your any weapons.
The Portuguese of Sao Tome, formerly Mouriscos and Jewish Portuguese ''relocated'' by the crown, would gladly undercut their fellow country of Sao Paolo de Luanda, offering your high prices for your goods, but they can't be of any assistance, besides selling you a very limited number of weapons.
The Dutch mean business, and would pay you the best prices, and sell your all the weapon you want as long as you can afford them and could field a small mercenary force. But trading with them will send the Portuguese into a frenzy.
Game Mechanics feature needed :
- An annual ''choose who you are to sell to'' depending on the possession of province with port and province with resources.
- A ''Choose what to buy'' event giving player the option to buy weapons, tools, mercenaries or Architects, then condition recruitment and building options to choice made.
- Possession of strategic port.
Slave trade
.
Slaves were a common feature of the African kingdoms of the regions, being mostly POWs or people indentured due to debts, and were employed to carry goods along trade routes, execute domestic tasks at the service of lords and in a limited numbers in agriculture. The European contact increased the demand for slaves, but being unable to endure the diseases and harsh conditions of the land, they relied mainly on native contacts which were either Kings, rogues or mutinous vassals starting wars on their enemies, because the local jurisprudence considered that POWs could be lawfully sold.
Game Mechanics feature needed :
1- Legal slaves : An event in which the player acquire slaves by conquest, then sell them. So basically it need an internal registry counting ''slave points'' which can be converted into gold at the end of the year ''select who you want to sell to event''.
2- Illegal slaves : The player build a structure which reduce the province population for cash or slave points, but with a lasting unrest penalty because the population and lesser nobles would not tolerate such wanton tyranny.
3- Rogue slavers : Rebel Armies with huge devastation penalties.
Religious conversion
The land is ripe with hundred of ancestor cults, cults of forces of natures and sorcerers, but the Portuguese brought in the Catholic Cristian faith and clergy while the Dutch provide Heretic pamphlet with any one with a eye but can't be bothered to build a clergy themselves. African lords either adopted Christianity or catholicism, with various consequence.
Game Mechanics feature needed :
Penalties, rewards and events based on religions.
Vassal-liege relationship.
Pack animal travel was impossible in the region due to Tse-Tse mosquitoe, making communication very slow and forcing Kings to rely on a Feudal system of rule in the Kongo Realm, with Marquis, Counts, and Dukes. These vassals would some time makes use of the imbalance of power brought by the new weapons and economic realities to declare Independence or even challenge their former liege. The most notable case was the Count of Sonho, who used his posession of the all important port of Pindi to breakaway from his Liege.
Game-mechanics : Two options available
Plan A - Limit the number of ''held-able'' regions and make a vassal-liege script based on battle events, religion and economic factors. So that the Kongo Kingdom is made of a Royal Domain held by the player and a set of subordinate factions paying tribute in money and reinforcements.
Plan B - RTR style building system, but then the whole feudal rivalry component is lost, unless revolt of settlements lead to emergent factions (somehow?)
Jaga Invasion
These invaders are fearsome, mighty warriors and cannibals. Each of their brutal victories, followed by a mighty feast of the corpses of their foes, strike fear in their enemies heart, such that any faction attacked was desperate for any kind of help from any one.
Game Mechanics :
1- Jaga Invasion, sacking every single settlement in sigh.
2- As number of Jaga victories increase, every single general receives a moral penalty.
3- Player can ally with anyone suffering from Jaga invasion at the players moment of choice, allowing the player to use this option to weakens his potential rival factions while still allowing for a chance to stop the invaders.
Mulatto factor & new weaponry
.
The European mercenaries were not very effective in battle, leading the Manikongo to equip his nobles as man-at-names known as Fidalgos -with the finest weapons bought from European merchants - and rely on a corp of Musketeers composed of Africans, Portuguese merchants and Mulattoes, which were sons of inter-marriages between Portuguese and Kongo subjects. At the Battle of Ambuila, which saw the final Demise of the King has central authority of the realm, the Kongo army was composed of 15 000 peasant archers, some 5,000 heavy infantry equipped with shields and swords (Fidalgos), and a musket regiment of 380 men, 29 of them Portuguese led by Pedro Dias de Cabral, a relative of the king from Portuguese descent.
Gameplay Mechanics :
1- Recruitment of Fidalgos depands on Weapons trades events.
2- Recruitment of Musketeer regiment depends on trade events and of the presence of a Portuguese trading community (building) in your realm to provide enough experienced Musketeers. Player have to choose between building Dutch or Portuguese trading posts, get an additional musketeer slot unit after 20 years increase symbolizing the mulatto component.
Units and Battle Mechanics.
African peasan leavies -both archers, javelins and Spearmen- are abundant for both African and European factions, Fidalgo Heavy Infantry are somewhat available with enough for African factions, while Musketeers are very rare - being either Portuguese-Dutch Mercenaries or Portuguese merchant community - for African factions, crack Musketeer regiments for European factions, Europeans man at Arms and various Europeans and African Mercenaries units. No cavalry and no cannons, except one cannon arriving from the event of ''Reinforcements from Brazil'' for the Portuguese faction.
Musket volleys are devastating on African troops moral, at the exception of the battle hardened Fidalgos.
Gameplay Mechanics:
- AI adjustment to time period battle tactics.
Other feature.
4 Season campaign, with travel penalized during rainy season due to lack of all but the most rudimentary tracks, and attrition due to diseases, especially for European units.
Historical Sources - To be updated later.
Read more on the Kongo Kingdom, courtesy of Wikipedia
Anyone interested in modding please PM me, I am seek to build a team to get this baby done. 