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

  1. #1

    Default Mod idea: Africa: Total War 1450 to 1750

    Hey guys, so I don't have any experience modding (so any one who does you are welcome to take this idea and run with it), but I've had an idea for a mod set in Africa from 1450 to 1750. There would be 300 turns, one per year and you would be able to play a wide range of factions from across Africa. The time period would also be a turbulent time as Europeans and the Ottomans began to press into Africa, starting with the Portuguese, and firearms have begun to spread across the continent. Like in the Americas campaign, factions have the option to update their technology as the game progresses. Also, the Ottomans will act a lot like the Mongols. They'll have some territory at the top of the map to begin with, but at turn 50 or so, they will push in from the North. This will help to balance the otherwise overpowered Mamluk sultanate, possibly the most powerful faction at the start of the game. Also if you look at the map you'll see the Funj seem to be very small. This is because they will begin with just an army after being forced from their homeland, and they have the objective of taking out Alodia and establishing the Sennar Sultanate. I'm currently unsure of whether to have religion or culture, but I'm leaning towards culture as the religion would be uneven.

    The religions in the game will be:
    Islam (all factions apart from the ones listed below)
    Mwarism (Butua and Mutapa)
    Pagan (Bunyoro and Maravi)
    Christian (Ethiopia and Kongo)

    Cultures would be:
    Arab: Morocco, Tlemcen, Hafsid, Mamluk
    West African: Mali, Songhai, Bornu
    East African: Alodia, Ethiopia, Adal, Mogadishu, Kilwa
    Bantu: Kongo, Bunyoro, Maravi, Mutupa, Butua

    Anyway this is the map:
    Spoiler Alert, click show to read: 

  2. #2

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

    Also, Funj would also be pagan and East African

  3. #3
    cjm81499's Avatar Biarchus
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    Default Re: Mod idea: Africa: Total War 1450 to 1750

    I made a very similar thread the other day, though just in West Africa http://www.twcenter.net/forums/showt...rica-Total-War

    But this is certainly more ambitious I don't have too much experience either but would help anyway I could.
    "I have never advocated war, except as a means of peace." -Ulysses S. Grant


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  4. #4

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

    I'm working on a paint version of the map (with regions) at the moment, I'll upload when I'm done.

  5. #5

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

    This post is unneeded but I can't delete it, see one below
    Last edited by PontusTookEgypt; August 19, 2016 at 03:41 PM.

  6. #6

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

    New version of the map above, hopefully easier to see.
    Spoiler Alert, click show to read: 

  7. #7
    BarnicleBill1's Avatar Centenarius
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    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Very interesting!

  8. #8

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

    Update! I now have a map with all the regions, though some of the regions of the playable factions have moved round.

    Key:
    Playable factions:
    Spoiler Alert, click show to read: 
    Dark Red - Kingdom of Morocco (Capital Fes)
    Dark Blue - Kingdom of Tlemcen (Capital Tlemcen)
    Yellow - Kingdom of Hafsids (Capital Tunis)
    Light Blue - Mamluk Sultanate (Capital Cairo)
    Green-Grey - Mali Empire (Capital Niani)
    Orange - Songhai Empire (Capital Gao)
    Brown - Bornu Empire (Capital Ngazargamu)
    Dark Brown - Funj People (no staring region, just an army near Fashoda)
    Gold - Kingdom of Alodia (Capital Soba)
    Green - Ethiopian Empire (Capital Addis Ababa)
    Orange-Red - Adal Sultanate (Capital Dakkar)
    Dark Yellow - Ajuran Sultanate (Capital Merca)
    Blue - Kingdom of Bunyoro (Capital Masindi)
    Purple - Kilwa Sultanate (Capital Kilwa)
    Red - Kingdom of Kongo (Capital M'banza Kongo)
    Swamp Green - Kingdom of Maravi (Capital Mathimba)
    Cyan - Kingdom of Mutapa (Capital Zvongombe)
    Dark Purple - Kingdom of Butua (Capital Khami)


    Non-Playable Factions:
    Spoiler Alert, click show to read: 
    Dark Cyan - Kingdom of Portugal (Capital Lisbon)
    Orange-Gold - Kingdom of Castille and Aragon (Capital Toledo)
    Red-Orange - Ottoman Empire (Capital Izmir)
    Light Grey-Green - Ag Qoyunlu (Capital Diyarbakir)
    Grey - Rebels (No Capital)


    The Map:
    Spoiler Alert, click show to read: 
    Last edited by PontusTookEgypt; September 07, 2016 at 11:10 AM. Reason: I've changed the map slightly

  9. #9

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

    The Dutch will also appear as a non playable faction later on (around 1650) and be a challenge for those in Southern Africa.

  10. #10
    Frunk's Avatar Form Follows Function
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    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Good luck with this project!
    FrunkSpace | Mod Announcements | Colonies & Empires

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  11. #11

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

    Do people think this would be a good choice for the main menu music or is it too happy?


    If too happy do you have any other suggestions?

  12. #12

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

    Also I'm just ranking how hard it will be to create unit lists for the factions based on my research so far (I'm looking to try and have 20 units, excluding the general, per faction):

    Mamluks - Reasonably Easy
    Morocco - Reasonably Easy
    Tlemclen - Reasonably easy, but need to make them distinct from Morocco and Hafsids
    Hafsids - Reasonably easy, but need to make them distinct from Morocco and Tlemclen
    Kongo - Surprisingly easy
    Kilwa - Surprisingly hard
    Adal - Easy
    Ajuran - Easy
    Ethiopia - Moderate
    Spain - Easy
    Portugal - Easy
    United Provinces - Reasonably Easy
    Ottomans - Easy
    Ag Qoyunlu - Reasonably easy, extracted from Safavid
    Mali empire - Easy
    Songhai - reasonably easy, similar to Mali, but need to differentiate
    Bornu - Reasonably easy
    Bunyoro - Moderately hard
    Maravi - Hard
    Mutapa - Hard
    Butua - Hard

  13. #13
    Frunk's Avatar Form Follows Function
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    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Have you checked to make sure that music isn't copyrighted?
    FrunkSpace | Mod Announcements | Colonies & Empires

    Under the patronage of Iskar of the House of Siblesz. I am the proud patron of:

    atthias | PaulH | Athos187

  14. #14

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

    I think it may be actually. Hmm. I may have to find other stuff. Do you know if the music on Traditional Music Channel is copyrighted?

  15. #15

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

    The music is fair use si as long as this is a non-profit use you can uyse it, also it sounds awsome

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  16. #16
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    Default Re: Mod idea: Africa: Total War 1450 to 1750

    There was no Addis Abeba in 1450, since it was founded only in the late 19th century. Until the foundation of Gondar in the 17th century Ethiopia had no fixed capital, but instead a nomadic court.

    Personaly, I would suggest to shif back the startdate to somewhere in the mid 13th century and to limit the map to the northern half of Africa. Much better state of sources. Also Ethiopia, or rather the Zagwe dynasty ruling Ethiopia, had a fixed capital in Lalibela.

  17. #17

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

    Yeah I found out about the nomadic court earlier today, but I have found that there may have been a capital at Addis Ababa around 1450 called Barara, loccated at Mount Entoto:
    "Entoto is one of a handful of sites put forward as a possible location for a medieval imperial capital known as Barara. This permanent fortified city was established during the early to mid 15th century, and it served as the main residence of several successive emperors up to the early 16th century reign of Lebna Dingel.[7]":

    Edit: upon further research, this may have been the capital of Shewa, a kingdom within the empire, but I'm not sure.
    Last edited by PontusTookEgypt; August 17, 2016 at 06:35 PM.

  18. #18

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

    In any case here is the first basic look at one of the factions including a unit list (with no models of course). Also, if your wondering how they get cannons, in this game, because we're showing an alternate history, all the factions will have gun and cannon making stuff by the end because they'll be a lage empire that will have taken over a large chunk of Africa.

    Kingdom of Kongo

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Faction Leader:
    Nkuwu a Ntinu

    Starting Regions:
    M’banza Kongo (Capital) – Large Town
    Kakongo – Town

    Neighbouring Regions:
    M’banza Luango – Large Town
    Kabasa – Town
    Katole – Town
    Musumba – Village
    Bangala – Village

    Religious Culture:
    African Animism

    Strengths and Weaknesses:
    +Good variety of light to medium infantry
    +Fast Pombo infantry allow for effective hit and run tactics
    +Good quality archers
    -Lack of armour
    -Lack of effective cavalry
    -Lack of cavalry until late game

    Introduction Text:
    Located in west Africa, the Kingdom of Kongo is a proud realm and the dominant emerging power in the region. The bantu nation was founded by Lukeni lua Nimi in the late fourteenth century and has quickly grown to be the most powerful in the area. However, in order to solidify this power, Kongo must subjugate the other, smaller realms around it and bring them into its sphere of influence.

    Beyond this, Kongo’s isolation is both its strength and weakness. While the lands around you are rich, they make it hard to establish trade routes with other African Nations. The two main routes are north to the West African Kingdoms such as Bornu or along the Kongo River (which cuts through your land) into Africa’s interior if a realm further east like Bunyoro or Maravi captures a region with a port along this river. This raises another issue, however, as expanding along the West African coast or along the river are your main two options for growing your empire. If you choose to head East, you will be facing armies with many similarities to your own, though perhaps with a higher specialisation towards lighter infantry. These armies will be easier to beat than the heavy cavalry forces of West Africa, but heading north will give you access to larger and wealthier settlements.

    There is one final trade partner to consider, the Europeans. Most importantly Portugal at the start of the game, though the Dutch will arrive later. Trading with these Europeans will give you access to powerful gunpowder technology that you can use to best your enemies, however once the Europeans have a taste of influence, they will be ravenous for more, so you must be cautious. Of course, outright refusal of trade brings its own risks, but stealing technology is another way of acquiring it.

    Overall Kongo presents a strong starting position for early expansion and is without question the major faction of South West Africa. However, this early expansion then leaves them vulnerable to some extent as other factions begin to form a net around them, and they must decide which way to expand in order to break this trap while keeping up their economy.

    Land Units:
    Levy Warriors
    Light infantry with nothing but a spear.

    Levy Bowmen
    Low level archers, but better than the average archer of this level.

    Levy Spear Throwers
    Light infantry that throw spears.

    Pombo Skirmishers
    Fast, light infantry that throw spears and can hide anywhere.

    Pombo Archers
    Fast, light archers designed to hit and run. They have poor range for archers, but can hide anywhere.

    Pombo Scouts
    Fast, light infantry armed with single handed weapons that can hide anywhere. Best used for hit and run.

    Kongolese Archers
    Good quality archers.

    Kongolese Infantry
    Warriors with shields and spears.

    Kongolese Heavy Infantry
    Warriors armed with large shields and swords.

    Kongolese Heavy Spearmen
    Warriors armed with large shields and spears.

    Kongolese Skirmishers
    Spear throwing infantry with large shields

    Kongolese Shield-Bearers
    Elite infantry with large shields and swords

    Shield-Bearer Spearmen
    Elite spearmen with shields
    Mwene’s Guard
    General’s bodyguard. Similar to Kongolese Shield Bearers

    Kongolese Cavalry
    Light horsemen armed with spears and shields

    Kongolese Heavy Cavalry
    Horsemen with quilted cotton armour, spears and shields.

    Kongolese Handgunners
    Infantry armed with basic handheld gunpowder weapons

    Kongolese Musketeers
    Infantry armed with Muskets

    Kongolese Crossbowmen
    Infantry armed with Crossbows

    Kongolese Cannon
    Gunpowder artillery weapon for sieges and field battles.

    Kongolese Artillery
    A more advanced cannon unlocked late in the game.
    Last edited by PontusTookEgypt; September 05, 2016 at 07:58 AM.

  19. #19

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

    Next Faction!

    Mamluk Sultanate

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Faction Leader:
    Jamal ad-Din Abu al-Mahasin Yusuf

    Starting regions:
    Cairo (Capital) – Large City
    Qus – Town
    Alexandria – City
    Barqa – Wooden Castle
    Medina – Large Town
    Mecca – Large Town
    Jerusalem – City
    Damascus – Castle
    Hama – Minor City

    Neighbouring regions:
    Marash – Town
    Diyarbakr (Ag Qoyunlu) (Capital) – City
    Mosul (Ag Qoyunlu) – Minor City
    Baghdad (Ag Qoyunlu) – Large City
    Ha’il – Village
    Hajr – Town
    Abha – Village
    Misrata – Town
    Kufra – Village
    Qasr Ibrim – Town

    Religious Culture:
    Arabic Islam

    Strengths and Weaknesses:
    +A good selection of Defensive Infantry
    +Reasonable selection of gunpowder units
    +Good cavalry
    -Lack offensive infantry
    -Lack good light infantry
    -Army is somewhat vulnerable to spearmen and pikemen

    Information Text
    The Mamluks sultanate came to power in Egypt in the mid thirteenth century after overthrowing the Kurdish Ayyubid Sultanate founded by the famed An-Nasir Salah ad-Din Yusuf ibn Ayyub, better known as Saladin. After decades of power struggles, the Ayyubids finally fell in the early fourteenth century. Since then the Mamluks have reigned over Egypt and the holiest cities in Islam, Mecca, Medina and Jerusalem with the backing of the Abbasid Caliph who has confirmed their positions as sultan.
    But can this realm last? At the start of the campaign you have one of the richest positions available, controlling several large settlements and having access to both the Mediterranean and the Indian ocean (via the Red Sea). However, these lands are looked upon with envy by other nations. Other Islamic lands would want Mecca under their control, and the Christian Kingdoms would love to claim that they were the ones who destroyed the infidel’s holy city and retook the holy land.

    At the start of the game your southern and western neighbours might look like easy targets, small realms that could be easily conquered. However they should not be underestimated. The main threat, though, will come from the north. Though in comparison to some other African realms you may seem strong, your military lags somewhat behind those of Europe and your more immediate threat, the Ottomans. These Turkish warriors have already taken much of Eastern Europe and Anatolia, and they start the game with a powerful and large military. They are currently occupied north of the map, finishing off the last Byzantine resistance at Constantinople, but they will come for you sooner rather than later.

    Whether you immediately go on the offensive and try to take them by surprise, or wait for them to attack you while you build up your defences is up to you, but either way it will be a hard fight. An alliance with Ag Qoyunlu of Persia may seem like a good option, but they too may turn on you eventually. If you defeat the Ottomans the map may seem open to you, but a long, drawn out campaign against them may give time for other realms to develop. If Alodia manages to fight off the Funj, or if the Funj successfully destroy them, you may face an attack from the south, and the Hafsids may expand eastward towards your borders as well. Leaving sufficient forces to guard your west and south while dealing with the Ottomans in the north will be your main challenge in the early game.

    Land units:
    Egyptian Militia:
    Light infantry armed with only a spear

    Egyptian Spearmen
    Basic spear infantry equipped with a shield.

    Peasant Archers
    Decent low level archers

    Arab Archers
    Good mid-tier archers

    Mamluk Archers
    Good high level archers

    Arab Spearmen
    Moderately armoured warriors with spears and shields

    Mamluk Infantry
    Heavily armoured infantry with spears and shields

    Egyptian Pikemen
    Heavy infantry with long pikes for use against cavalry

    Egyptian Hand Gunners
    Infantry armed with simple hand-held gunpowder weapons

    Mamluk Musketeers
    Infantry armed with muskets and swords

    Berber Horse Archers
    Light cavalry armed with bows and swords

    Bedouin Halqa Cavalry
    Light cavalry armed with spears and shields

    Bedouin Halqa Camelry
    Medium cavalry armed with spears and shields that demoralize enemy horses due to camels.

    Turkic Halqa Cavalry
    Cavalry armed with bows and swords.

    Ghazi Halqa Cavalry
    Light cavalry armed with swords and bows

    Mamluk Horse Gunners
    Cavalry armed with hand guns

    Mamluk Lancers
    Medium to heavy Cavalry armed with lances and swords.

    Royal Mamluk Cavalry
    Heavy cavalry armed with lances and swords

    Emir’s Guard (General’s Bodyguard)
    Similar to Royal Mamluk Cavalry

    Culverin
    A canon used in both sieges and in the field

    Basilisk
    A large, powerful cannon

    Demi cannon
    A slightly larger and more advanced version of the culverin
    Last edited by PontusTookEgypt; September 05, 2016 at 08:06 AM.

  20. #20

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

    If you need help with the map i could help.Just PM me if you want my help.

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