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Thread: Mod idea: Africa: Total War 1450 to 1750

  1. #41

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Quote Originally Posted by PontusTookEgypt View Post
    Tell your avatar to hold his horse. The likelihood of this thing actually getting off the ground is fairly low.
    Still, its worth checking and commenting on
    Art finds her own perfection within, and not outside of herself. She is not to be judged by any external standard of resemblance. She is a veil, rather than a mirror. -Oscar Wilde

  2. #42

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Ajuran Sultanate

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Faction Leader:
    Anwar ibn Feysal (Guess)

    Starting Regions:
    Merca (Capital) – Minor City
    Mogadishu –Large City
    Hobyo – Castle
    Kelafo –Town
    Kismayo – Large Town

    Neighbouring Regions
    Mombasa (Kilwa) – Large Town
    Gode – Wooden Castle
    Eyl – Town
    Kisumnu – Village
    Awassa – Village

    Religious Culure:
    East African Islam

    Strengths and weaknesses:
    +Good heavy infantry
    +Excellent defensive army
    +Good heavy assault infantry
    -Lack light infantry
    -Lack good light cavalry
    -Mediocre ranged units

    Information Text:
    The Ajuran Sultanate was born in the 1200s from the House of Garen that had ruled over the Garen Kingdom. After securing domination over the Sultanate of Mogadishu it gained a valuable trade port. Mogadish itself had been a centre of commerce since the 900s. Since then the Ajurans have become the dominant power in the southern Horn of Africa, controlling a dense collection of built up settlements. This gives them great power and influence in the region, and the potential to expand further. However, it also means others envy their power.

    Like the Adal Sultanate to their north, the Ajurans focus on heavy infantry, and this makes them a steadfast force, but one that tends to tire quickly. If they can get into combat they can slice through lighter opponents and they can certainly hold positions. Their location also gives them an opportunity to expand across the horn of Africa, as they don’t have any realms that border them to the north, so while Adal and Ethiopia battle, the Ajurans could take the very heart of this region.There is one issue, however; The Kilwa Sultanate. This faction to the south have a long rivalry with the Somalis, as Kilwa and Mogadishu have competed for trade. Their empire is stretched thin along the coast, which makes it hard to defend but also hard to attack, as your troops will be stretched out along the coast.

    And then we come to Bunyoro. This realm isn’t that close to you in terms of distance, and are fairly weak at first. However, over time they may expand to become a powerhouse in Central Africa. Taking them out early is an option, but marching your forces over such a large distance may leave your homeland vulnerable. Overall, the Ajuran Sultanate begin in a strong position in South Somalia, and are well connected via trade to other parts of the world. However, as they expand they must be wary of their neighbouring rivals.

    Land Units:
    Somali Levies
    Light infantry armed with spears.

    Somali Spearmen
    Light infantry armed with spears and shields

    Somali Clansmen
    Light infantry armed with axes or swords and shields

    Ajuran Swordsmen
    Medium infantry armed with swords and shields

    Ajuran Spearmen
    Medium spearmen armed with spears and shields

    Ajuran Axemen
    Medium infantry armed with axes and shields

    Ajuran Heavy Spearmen
    Heavy infantry equipped with spears and shields

    Ajuran Heavy Infantry
    Heavy infantry equipped with swords and shields

    Somali Pikemen
    Heavy infantry equipped with pikes and chainmail

    Ajuran Heavy Axemen
    Heavy infantry equipped with axes and shields
    Ajuran Elites
    Heavy Infantry equipped with swords and shields

    Somali Bowmen
    Decent basic archer unit.

    Ajuran Archers
    Average archer unit

    Ajuran Hand-gunners
    Infantry equipped with basic handguns

    Ajuran Musketeers
    Infantry equipped with matchlock firearms

    Somali Horsemen
    Light cavalry with spears and shields

    Ajuran Cavalry
    Medium cavalry equipped with chainmail, spears and shields

    Ajuran Lancers
    Heavy cavalry equipped with chainmail armour and barding (horse armour)

    Emir’s Guard
    Similar to Ajuran lancers

    Ajuran Culverin
    Gunpowder siege weapon

    Ajuran Artilery
    A more advanced gunpowder siege weapon.
    Last edited by PontusTookEgypt; September 21, 2016 at 06:27 AM.

  3. #43

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    You know, while the other song I posted is more likely to be used because of copyright stuff (although I'm still a bit on the fence about it), ideally I'd actually want to use something more like this, because it feels far more somber and in line with the menu music of the original game/expansion packs. Imagine opening up the menu and having this song play (it won't let me embed videos anymore):
    http://www.youtube.com/watch?v=Tx7KzuXz4AM
    Last edited by PontusTookEgypt; September 07, 2016 at 08:23 AM.

  4. #44

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    The Hafsid Sultanate

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Current Ruler:
    Uthman ibn Muhammad

    Starting Regions:
    Tunis (Capital) – Minor City
    Constantine – Large town
    Tripoli – Large Town

    Neighbouring Regions:
    Algiers (Tlemcen) – Castle
    Misrata – Town
    Ghadames – Town

    Religious Culture:
    Arabic Islam

    Strengths and weaknesses:
    +Excellent selection of gunpowder units
    +Excel at ranged combat
    +Good light and medium cavalry
    -Lack heavy cavalry
    -Lack true heavy infantry
    -Limited selection of melee infantry

    introduction Text:
    The Hafsids of the Eastern Maghreb have ruled over Tunis since the early 1200s, having been appointed governors of Ifriqiya (modern Tunisia) by the Almohad Caliph. However, this was just as the Almohads were about to decline, and in 1229 they declared their independence. They were conquered by Merinids twice in the 1300s, but managed to fight back and eventually maintain their independence. Currently, with Tlemcen as their vassals and Morocco in decline, the Hafsids are poised to see themselves as the dominant power in the area. This ambition is not without challenges, however. Like the other two realms in the Maghreb, the early game is likely to be a bitter struggle, but the Hafsids have additional challenges and opportunities.

    Being on the Eastern part of the Maghreb, the Hafsids are only one region away from Egypt. Because of the power of the Mamluk Sultanate, waging a war with them in the early game may not be the best plan, but if you do move East and South you can deny them regions for later in the game and potentially foster an alliance with the Ottomans so that when they attack the Mamluks, you can claim Egypt for yourself. Because Temclen are your vassals, you could potentially leave them to fight Morocco to the West while you build up your territory to the East. However, moving all your forces towards Egypt may leave you vulnerable to Temclen if they betray you, or Morocco if they manage to defeat your smaller vassal. Alternatively, though, if Egypt manage to defeat the Ottomans thwy may prove to be a powerful faction that may invade you from the East.

    Another area to keep an eye on is West Africa, to your south. Mali, Songhai and Bornu could each try and claim land to their north, and this could lead to conflict over the Sahara trade routes. The European powers of Spain and Portugal could be great allies early in the game against Morocco, but later on you may have to fight them off. This is especially true of the Spanish, who control Sicily and Southern Italy directly North East of your capital. If you choose to head East, you will have to deal with the other factions further along the Nile, as well as the Ottomans and Ag Qoyunlu. Overall the Hasfids are probably in the strongest position of all the Maghreb factions, and the freest to expand, but they must be cautious which way they choose to move, lest they leave themselves vulnerable to being flanked from East or West.

    Land Units

    Hafsid Militia
    Light infantry armed with a spear

    Berber Spearmen
    Light infantry with spears and small shields

    Hafsid Spearmen
    Infantry armed with spears, shields and mirror armour

    Hafsid Swordsmen
    Infantry equipped with mirror armour, swords and shields

    Hafsid Crossbowmen
    Infantry equipped with crosbows

    Archer Militia
    Basic archers of the Hafsids

    Bedouin Archers
    Decent quality, fast moving archers

    Arabic Bowmen
    Good quality archers

    Berber Handgunners
    Light infantry with hand cannons

    Berber Musketeers
    Infantry armed with rifles

    Berber Horsemen
    Light cavalry armed with spears and shields

    Berber Camelry
    Medium cavalry with spears and shields

    Hafsid Lancers
    Cavalry armed with lances, mirror armour and swords

    Berber Horse Archers
    Mounted bowmen

    Camel Gunners
    Mounted units with hand cannons

    Berber Horse Gunners
    Mounted units with muskets

    Sultan’s Guard
    Similar to Hafsid Lancers

    Hafsid Cannon
    Basic gunpowder siege weapon

    Hafsid mortar
    Long range gunpowder siege weapon

    Hafsid Great Cannon
    Very large gunpowder siege weapon

    Hafsid Artilery
    More advanced gunpowder siege weapon

  5. #45

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    So what do people think of this idea for main menu music? This is a site that lets you play 2 YouTube videos at once:
    http://youtubedoubler.com/?video1=ht...me=aphrocarlin

  6. #46

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Kingdom of Maravi

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Current ruler:
    Mayamiko (guess)

    Starting Regions:
    Manthimba (Capital) – Town

    Neighbouring Regions:
    Zvongombe (Mutapa) (Capital) – Large town
    Angoche (Kilwa) – Wooden Castle
    Lusaka – Town
    Kasama – Motte and Bailey
    Lugalo – Village

    Religious Culture:
    African Animism

    Strengths and Weaknesses:
    +Extensive selection of light infantry
    +Good selection of javelin units
    +Good selection of melee infantry with a variety of weapons
    -Severely lacking cavalry
    -Severely lack heavy units
    -Mediocre ranged units apart from javelins.

    Maravi, as a state, was technically founded around thirty years after this campaign begins, but the dates are a bit unclear on its founding and since it came to be a powerful state in its own right in the 1500s and 1600s, it has been included. However, to simulate a state in the very early days of formation, Maravi actually starts out pretty weak, with only a single town to its name and strong rival nearby. In order to succeed Maravi needs to focus on building itself up and acquiring more territory. Fortunately you are at the northern end of a “chain” of three factions, with Mutapa and then Butua to your south. This means that if you can secure good relations with them, you can expand north and get yourself some territory.

    However, by doing this you will eventually come across Bunyoro and this may cause competition for the land between you. However, they are likely to be receptive to diplomacy as both of you have bigger fish to fry. Speaking of which, the Kilwa Sultanate lie to the East and they are likely to be your biggest threat in the early game. Trying to stay on their friendly side while denying them land in Africa’s interior will be hard, but if you can pull it off you could bank on a powerful trade partner. If war breaks out between them and another faction, it will be up to you to decide whether you side with the larger power or see if you and that faction could take on Kilwa together.

    Of course dealing with Kilwa means that you may become involved in diplomacy beyond South-East Africa, into places like the Horn of Africa, particularly Kilwa’s rival of the Ajuran Sultanate. On the upside, while fighting a faction many times your size is daunting, it brings the potential of great rewards. Taking one of their coastal settlements will give you access to a vast trade network. Speaking of which, if you do advance north then you may capture a port on the Congo River that could let you trade with the Kingdom of Kongo. Overall, Maravi is a relatively weak faction to begin with, though it has potential to expand. However, it should be mindful of its powerful neighbours, and needs to play a delicate diplomatic name.

    Land Units:
    Ngnoni Herders
    Warriors equipped with spears

    Ngoni Youths
    Light infantry equipped with small shields and short spears

    Ngoni Spearmen
    Light infantry equipped with large shields and spears

    Maravi Clansmen
    Light infantry with large shields, javelins and spears

    Ngoni Clubmen
    Infantry equipped with shields and clubs

    Ngoni Axemen
    Infantry equipped with axes and shields

    Longblade Spearmen
    Infantry equipped with spears with long blades

    Maravi Warriors
    Infantry with large shields and clubs or axes.

    Ngoni Shortspears
    Infantry equipped with shields and short stabbing spears

    Ngoni Longspears
    Infantry with long spears and shields

    Maravi Elites
    Infantry with large shields, long spears and clubs

    Royal Guard
    Similar to Maravi Warriors

    Ngoni Warriors
    Infantry equipped with javelins and clubs or axes

    Ngoni Braves
    Infantry with small shields, javelins and daggers

    Maravi Braves
    infantry with large shields, javelins and daggers

    Ngoni Hunters
    Warriors equipped with bows that can hide anywhere

    Maravi Bowmen
    Decent archers armed with daggers and bows.

    Ngoni Horsemen
    Basic cavalry armed with spears

    Ngoni Gunners
    Infantry equipped with hand cannons

    Ngoni Musketeers
    Infantry armed with muskets

    Ngoni Cannon
    Basic gunpowder siege weapon
    Last edited by PontusTookEgypt; September 12, 2016 at 05:02 AM. Reason: Wrong images, now fixed

  7. #47

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Hi! This idea looks great to me! Although I can do almost nothing because of my limited knowledge on modding or African history...
    Some illustrations on the books “General History of Africa”might contribute a little bit. I can post some of them if you want to dig into certain regions/topics/time.
    Some thoughts, not for arguing, just propose and let you judge if it is reasonable:
    1. Oversee regions: it might be good to put part of India as “oversea regions”, which first acts as important trading partner of East Africa and later Portugal; and Brazil, as Portuguese colony. Players can send merchants to those resources, and use navy to protect your monopoly. Indian territories have local clans, which will send armies from time to time to retake lost cities if players dare to conquer.
    2. Portuguese conquer script could make it more “historical”. Some settlements on the map could be designed as potential Portuguese trading posts, ruled by rebels initially. And if players are not Portugal, this script can spawn Portugal troops nearby them according to historical time.
    3. Definitely you can make Spain playable, yet it is not a dominate faction for African conquer during this time. In this context, a Spain is just a repeat of Portugal, which, I think is not really necessary.
    4. I personally like the idea of “westernization” in Europa Universalis. It might be good to combine this and the Apache events in America campaign mod. Means players can learn from Europeans by fighting against them first, but if you want to gain their full knowledge, and unlock advanced gunpowder weapons, you have to adopt westernization. It is not historical of course, but game is not history either.
    Just something in my mind, hope you like it.
    PS: forgive me about spelling and grammar mistakes, English is not my mother language though.

  8. #48

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Hi, basically the horses and gunpowder weapons of most factions would act much like the Apache of the Americas campaign for most factions (those in North Africa are the exception). If this was a mod for Empire: Total War I would very much put two trading regions in like they have in that game, one for the Americas and one for South East Asia (including India). However, as this is Medieval II: Total War I'm not sure how you could do that. I was going to have a script (if possible) that made Portugal and Spain get an economic boost starting at the year 1500 that would represent the Americas. As for the Portuguese trade ports, I was going to have it so that when the Portuguese visit you get the decision to build a type of guild called a Portuguese Trading Post. This building would give you economic benefits (and would do the same for Portugal), but would also start to spread European Christianity. The difference between Spain and Portugal (neither of which are going to be playable) is that Spain will push directly south into the Maghreb (Morocco, Tlemcen and Hafsids) while Portugal will go off and interact with Africans further down the coast like Kongo and Mutapa. Later on the dutch will spawn, too. You'll get a message about two turns before hand saying "more European ships have been sighted" before they appear in 1652 with a large army at the settlement known as khoikhoi at the start of the campaign. If it's taken (which is probably will be unless the player has Khoikhoi and has remembered to send tonnes of troops to it), then it's renamed as Cape Town.

  9. #49

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    If this comes out I will definitely get this mod.

  10. #50

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Ethiopian Empire

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Current Ruler:
    Zara Yaqob

    Starting Regions:
    Debre Berhan (Capital) – Large Town
    Mek’ele – Castle
    Dangla – Town

    Neighbouring Regions:
    Massawa (Alodia) – Town
    Soba (Alodia) – Large Town
    Zeila (Adal) – Large Town
    Dakkar (Adal) (Capital) – Large Town
    Fashoda – Town
    Awassa – Village
    Gode – Wooden Castle

    Religious Culture:
    African Christian

    Strengths and weaknesses:
    +Good variety of ranged units
    +Good selection of medium infantry
    +Good selection of gunpowder troops
    -Somewhat lack melee cavalry
    -Somewhat lacking truly heavy units
    -Lacking good light infantry

    Information Text:
    Ethiopia is an ancient land, and for over a thousand years Christianity has stood here. From the days of the Kingdom of Axum to the emergence of the Zagwe dynasty in 1137, right through to the Solomonic dynasty that took control in 1270 and has ruled ever since. Ethiopia has, for most of its existence, been under pressure from Muslim states that controlled the lands to the south and across the Red Sea. In fact, while you are not yet at war, the Somali Sultanate of Adal to your south serves as your first great rival, conflict will surely come. They are smaller than you, but have a powerful military.

    To your north is the Kingdom of Alodia, the last legacy of the Nubian civilization. They, too have been constantly challenged by Islamic rulers, and as such they are on good diplomatic terms with yourself. However, as you both expand that could disappear and you could have a rival to your north, provided they aren’t conquered by the Funj. Beyond these two neighbours lie powerful Islamic sultanates, the Mamluks to the north and the Ajurans to the south. If you want to claim the horn of Africa, you will have to face the Ajurans, and a prolonged war with Adal may give them chance to expand even further. As a result of this, you may want to try and foster good diplomatic relations with the Kilwa Sultanate, the Ajuran Sultanate’s main rival. If war breaks out between them, you can use this to your advantage and invade them from the north while they’re busy in the south.

    Additionally you could go across the Red sea and try and expand into Arabia. If you take Sana’a you will control the Mandeb Strait into the Red Sea, allowing you to potentially dominate trade in the region. However, this may bring you into conflict with other factions that want that power, like the Mamluks. A final faction to keep an eye on is Bunyoro. They may be a potential ally or threat to your south west, so watch how they interact with other factions. This is especially true if you take Fashoda, a well-guarded rebel settlement that would give you access to trade in the southern Nile. Overall, Ethiopia is a faction with a strong military surrounded by ones of similar strength, this means it will have a challenging fight ahead if it wants to expand, and potentially it could find itself fighting many powerful rivals.

    Land Units:

    Ethiopian Militia
    Light infantry armed with spears

    Ethiopian Spearmen
    Infantry equipped with spears and shields

    Shotel Warriors
    Infantry equipped with large shields and long curved swords

    Ethiopian Swordsmen
    warriors with straight swords and shields

    Shotel Elites
    Infantry equipped with heavy chainmail armour, shields and long curved swords

    Elite Spearmen
    Infantry with heavy chainmail armour, spears and shields

    Ethiopian Slingers
    Light infantry equipped with slingshots

    Archer Militia
    Basic bowmen of Ethiopia

    Ethiopian Archers
    Decent bowmen, also equipped with swords

    Ethiopian Warriors
    Infantry equipped with javelins, shields and short, curved swords

    Ethiopian Scouts
    Light cavalry with spears and shields

    Ethiopian Cavalry
    Medium cavalry equipped with chainmail, spears, shields and swords

    Ethiopian Lancers
    Cavalry equipped with heavy armour, chainmail barding, spears, shields and swords

    Royal Guard
    Ethiopian Lancers

    Horse Archers
    Lightly armoured cavalry archers

    Horse Gunners
    Cavalry equipped with muskets

    Ethiopian Gunners
    Infantry equipped with hand cannons

    Ethiopian Musketeers
    Infantry equipped with more advanced gunpowder weapons

    Ethiopian Cannon
    Basic gunpowder siege weapon

    Ethiopian Artillery
    More advanced gunpowder siege weapon

  11. #51

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Bornu Empire

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Current Ruler:
    Mohammed II

    Starting Regions:
    Ngazargamu (Capital) – Large Town
    Njimi – Town

    Neighbouring Regions:
    Igbo-Ukwu – Town
    Kano – Large Town
    Agadez – Large Town
    Bilma – Village
    Bouda – Village
    Massenya – Wooden Castle

    Religious Culture:
    West African Islam

    Strengths and weaknesses:
    +Good Selection of cavalry
    +Good selection of gunpowder units
    +Good selection of ranged units
    -Lack heavy infantry
    -Somewhat lacking true heavy cavalry
    -Somewhat lacks non spear melee infantry

    Information Text:
    Bornu dominates the region around Lake Chad, and has done for hundreds of years. Initially the empire was known as Kanem, founded by the Kanembu people in around 700 AD. Over time it would come to control a large empire that stretched far into the Sahara. However, in the late 1300s external attacks forced Kanem to move from the Eastern to Western shores of Lake Chad, into the Bornu region. This led to the Empire being renamed. Now those troubles have passed, and Bornu looks set to reclaim its former glory.

    Bornu sits in an important position in Africa. It is a West African state, reflected in its reliance on horsemen, but it is on the eastern fringe of that region. This gives it enormous influence as a centre of trade from Wes Africa, the Sahara and the states of Southern Africa. This gives you a lot of opportunity for expansion, but also means you need to be wary, as pushing all your troops in one direction will leave you vulnerable to attack from another. The challenges you face will be determined by which way you choose to push, and diplomacy may be key in securing your flanks.

    Pushing west will give you neighbouring factions more quickly than other directions, and most of the settlements there are well built up. It will also give you a port (or several) on the Niger River or the coast if you expand in the right direction, and the conflict between Mali and Songhai may allow you to take even more land. However, if you just push west, then factions from the East, who have powerful heavy infantry, may slam into you from behind. Additionally, the factions further south cannot be underestimated, even if they are just light infantry. A prolonged war with Mali and or Songhai may give Kongo or Bunyoro to expand into powerful factions. Overall, Bornu’s central position gives it many opportunities to expand and become a key power in the campaign, but also means that it faces challenges in almost all directions.


    Land Units:
    Bornu Militia
    Light Infantry armed with spears

    Bornu Clansmen
    Warriors armed with spears and large shields

    Bornu Spearmen
    Warriors armed with large shields and spears and equipped with cotton armour

    Kotoko Boatmen
    Warriors armed with shields, throwing spears and axes

    Militia Archers
    Basic archer unit for Bornu

    Berber Archers
    Decent quality archers

    Bornu Archers
    Good quality bowmen, dent for third tier

    Clan Braves
    Warriors with shields, swords and javelins

    Bornu Scouts
    Light cavalry armed with spears

    Berber Horsemen
    Light cavalry with spears and shields

    Berber Raiders
    Horse archers also equipped with swords

    Berber Camelry
    Medium cavalry armed with spears and shields that can scare horses

    Bornu Cavalry
    Medium Cavalry armed with spears, swords and cotton armour

    Bagirmi Knights
    Heavy cavalry with cotton quilted armour for rider and horse, and twin-tipped spears

    Bornu Knights
    Heavy cavalry armed with spears, shields and swords with chainmail for both rider and horse

    Royal Guard
    Similar to Bornu Knights

    Bornu Horse-gunners
    Cavalry equipped with muskets

    Bornu Gunners
    Infantry with hand cannons

    Iron-helm Musketeers
    Infantry equipped with muskets and iron helmets

    Bornu Cannon
    Basic gunpowder siege weapon

    Bornu Artillery
    More advanced gunpowder siege weapon

  12. #52

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Kingdom of Butua

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Current Ruler:
    Dlembeu

    Starting Regions:
    Khami (Capital) – Castle

    Neighbouring Regions:
    Zvongombe (Capital) (Mutapa)– Large Town
    Manica (Mutapa) – Town
    Pedi – Village
    Lusaka – Town
    Namaqua – Village
    Nkurenkuru – Village

    Religious Culture:
    African Animism

    Information Text:
    Butua is a kingdom with a pound legacy. Mere months ago the Shona people of this land inhabited the realm of Great Zimbabwe, a powerful kingdom centred around the stone capital of the same name. However, in recent times famine struck that kingdom, forcing people to flee. Some headed north, founding the kingdom of Mutapa, while others tried to hang on until hunger forced them away. This second group headed southwest, building a new capital of Khami in Great Zimbabwe’s image and setting up the Kingdom of Butua. However, there is now a divide in the Shona people as both realms vie for dominance.

    Butua is at one end of a chain of factions, with Mutapa and then Maravi to the north. This means that it has more opportunity to expand way from Mutapa into the rest of Southern Africa. However, with the exception of Pedi and to a lesser extent Mthethwa all of the regions to your south have settlements that are a considerable distance away from you. As such expanding that way immediately may not be the best option as it could leave your homeland vulnerable. War with Mutapa is not guaranteed, but it is likely. Just north of them lie Maravi, who could be a potentially ally against Mutapa early on, but are likely to end up being rivals too. Then we come to the Kilwa Sultanate. They are probably the most powerful nearby faction, but Butua is in an interesting position as you don’t directly border them, so you could ally with them and together take out Maravi and Mutapa. You could then leave them alone and focus on expanding in other directions though doing so may just make them more powerful later.

    Beyond these three nearby factions there are a few others to consider. If you expand west you are likely to meet up with the Kingdom of Kongo, and although you probably won’t be able to trade via river unless you take Kasama, you will probably be able to trade via sea. If you defeat Maravi and Mutapa and deal with Kilwa, the Kingdom of Bunyoro could be another potential rival or trade partner, and trade along the southern Congo River seems likely. Further north still is the Ajuran Sultanate, which could be a valuable trade partner if you capture a port on the eastern coast from Kilwa, and could be a potential ally against Kilwa. Overall, Butua’s position means that it will likely have to conquer its neighbours in the early game, but then could push either north or west and has a fair amount of freedom on which direction it expands.

    Strengths and weaknesses:
    +Good selection of light infantry
    +Large variety of short range infantry
    +Good amount of anti-armour troops
    -Lacks cavalry
    -Lacks heavy infantry
    -Somewhat lacks archers

    Land units:

    Shona Militia
    Basic warriors armed with spears

    Shona Spearmen
    Troops armed with shields and spears

    Shona Axemen
    Warriors armed with shields and axes

    Shona Herders
    Troops equipped with long spears

    Shona Warriors
    Infantry equipped with spears and shields, better trained than standard spearmen

    Zimbabwe Guards
    Infantry with long spears, axes and shields

    Shona Braves
    Warriors armed with shields, axes and throwing spears

    Butua Braves
    Infantry armed with throwing spears, shields and clubs

    Royal Guard
    Similar to Butua Braves

    Knobkierie Warriors
    Light infantry armed with shields and throwing clubs

    Shona Clubmen
    Warriors armed with shields and clubs

    Butua Stonemasons
    Light infantry armed with two handed hammers

    Shona Hunters
    Troops armed with bows and daggers

    Butua Archers
    Infantry with bows and daggers

    Zimbabwe Sentinels
    Good quality bowmen.

    Shona Raiders
    Troops armed with throwing spears and daggers

    Butua Gunners
    Infantry armed with hand cannons

    Butua Musketeers
    Infantry armed with matchlock weapons

    Butua Cannon
    Basic gunpowder siege weapon

    Butua Artillery
    More advanced gunpowder siege weapon

    Shona Horsemen
    Basic cavalry armed with spears and shields

  13. #53

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    The Funj People

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Current Leader:
    Tayyib (Guess)

    Starting Regions:
    None (Armies begin in Fashoda Region – Town)

    Neighbouring Regions:
    None

    Neighbouring regions of Fashoda:
    Soba (Alodia) (Capital) – Large Town
    Dangla (Ethiopia) – Town
    Debre Berhan (Ethiopia) (Capital) – Large Town
    Awassa – Village
    Gondokoro – Village
    Nyala – Town
    El Fasher – Village

    Religious Culture:
    African animism

    Information text:
    The Funj people hail from the Sudd region of the Nile, however, due to recent trouble they have been forced from their home, which is now controlled by the Shilluk (represented by Rebels). Historically this pressure forced the Funj north towards Nubia, leading them to found the Sennar sultanate. This, in reality, happened around thirty years after the start of the game, but because the Funj were so influential in African history, they have been included. However, at the beginning of the campaign, the Funj are in the north of what is now Shilluk territory, and they face a question; where do they go?

    The fact that the Funj start out as a Nomadic faction gives you a lot of freedom. Though you begin on the East side of the Nile, you also begin with a fleet that can take you west. Theoretically you could attack Fashoda and take it. However, it begins the game with a large garrison. To the east and north are several powerful factions, and no matter who you attack, you will become wrapped up in the political situation. Three factions already vie for power over the Horn of Afica, but you could use their conflict to your gain, and potentially you could sneak in and attack whoever seems weakest to you and establish a stronghold in the region.

    If you head south you will have to fight Bunyoro and if you head west you will fight Bornu, or you may end up between those two powers. Fighting either of them straight away may allow the other one to grow, making them a powerful future threat. Going between them might stifle their growth, but they may team up against you. In any case you are likely to get embroiled in the conflict for east or central Africa. The Funj’s position gives them the most freedom of any faction as they get to decide their base. It will be up to you to determine which direction to take, and which will be best for your faction. Whichever you choose, you are sure to become an important part of that area’s political landscape.

    Strengths and Weaknesses
    +Strong medium and heavy cavalry
    +Strong medium and heavy infantry
    +Good all round faction
    -Gunpowder troops and good quality archers and are expensive
    -Somewhat lacks light infantry
    -Somewhat lacks good light cavalry

    Land Units:

    Funj Militia
    Warriors armed with spears

    Funj Spearmen
    Infantry armed with spears and shields

    Funj Swordsmen
    Infantry with swords and shields

    Funj Greatswords
    Infantry equipped with large, two handed swords and heavy chainmail armour

    Funj Warriors
    Infantry equipped with swords and shields with chainmail armour

    Funj Sentinels
    Infantry with spears, shields and heavy armour

    Funj Bowmen
    Basic archers of the Funj

    Nubian Archers
    Excellent archers used by the Funj

    Tribal Boatmen
    Infantry equipped with hide shields, axes and javelins

    Funj Hunters
    Short range bowmen that can hide anywhere

    Funj Gunmen
    Infantry equipped with hand cannons

    Funj Musketeers
    Infantry equipped with more advanced gunpowder weapons

    Funj Cannon
    Basic gunpowder siege weapon

    Funj Artillery
    More advanced gunpowder siege weapon

    Funj Scouts
    Light cavalry armed with great swords

    Berber Camelry
    Light cavalry with spears and shields

    Berber Camelry
    Medium cavalry with spears and shields

    Funj Cavalry
    Medium cavalry with large two handed swords and chainmail for the rider

    West African Lancers
    Heavy cavalry with quilted armour four rider and mount equipped with lances and swords

    Funj Knights
    Heavy cavalry with large, two handed swords and chainmail for the rider and horse

    Royal Guard
    Similar to Funj Knights

  14. #54

    Default Re: Mod idea: Africa: Total War 1450 to 1750

    That's the last playable faction, and I'm still working on the info for the non-playable factions. Posts are likely to become more intermittent as I'm back at university now. I stress that I still need people who actually know how to make mods to get this off the ground. If you'd like to help, please say so, but I say again, I will only be able to help with text descriptions and design ideas, no actual computer based stuff like creating units or the map or doing scripts.

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