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
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.
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.
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
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
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
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.
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.
If this comes out I will definitely get this mod.
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
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
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
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
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.