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

  1. #21

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

    Quote Originally Posted by The Master of Albion View Post
    If you need help with the map i could help.Just PM me if you want my help.
    Did you get my message?

  2. #22

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

    Next faction!

    Mali Empire

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Faction Leader:
    Ouali Keita

    Starting Regions:
    Niani (Capital) – Minor City
    Bamako – Wooden Castle
    Takrur – Town
    Ndiangue – Village
    Djenne – Large Town
    Koumbi Saleh – Town
    Timbuktu – City
    Oualata – Town
    Tadmekka – Castle

    Neighbouring regions:
    Gao (Songhai) (Capital) – City
    Takedda (Songhai) – Town
    Mande – Village
    Arguin – Motte and Bailey
    Kumasi – Town
    Ouagadougou – Large Town
    Oudane – Town
    Taghaza – Town
    Bilma – Village

    Religious Culture:
    West African Islam

    Strengths and Weaknesses
    +Good selection of medium to heavy cavalry
    +Highly Available Archers
    +Reasonable Medium Infantry
    -Somewhat lacking heavy infantry
    -Lack offensive infantry
    -Melee infantry are not highly available

    Introduction Text:
    The Mali Empire has dominated West Africa since the thirteenth century, conquering the Ghana and Gao Empires and ruling most of the Niger River Basin from their capital of Niani. Growing rich on the resources of the land and the trans-Saharan trade, Mali’s wealth became legendary, and their cities like Djenne and Timbuktu have attracted traders from far and wide. Mali’s 10th ruler, Mansa Musa I, gained particular fame after he went on Hajj to Mecca in 1324-25. His entourage had over 60,000 men, and his donations of Gold to cities along the way accidentally caused economic crises.

    However, the glory days of Mali are behind them. Internal strife has led to rebellions in the East, one of which, that of the Songhai of Gao, now threatens the empire as a whole. Mali’s military is currently stretched thin across its large Empire, leaving it vulnerable to Songhai attack. As they are the only faction that borders you, and because you begin the game at war with them, they are your immediate target. However, because of their large forces they will more than likely attack Timbuktu, your largest city which they border. Whether you try to defend this important economic site or let them take it and consolidate your forces for a counter attack is up to you.If the Songhai are dealt with, Mali finds itself cornered in West Africa. You may wish to expand into the Sahara, but the trading settlements there have long distances between them, and this may bring you into conflict with the three kingdoms of the northwest (the Hasfids, Moroccans and Tlemcen).

    The situation in that area will be one to watch. The conflict there may or may not produce an outright winner, so any of them are potential allies and enemies. To your East, however, your rival of Bornu is more obvious. A long war with the Songhai will give them chance to expand, and they may well come to dominate the central-west heart of the map. As such, diplomatic relations with the realms beyond such as Bunyoro and Kongo may be a good option, particularly if you can capture a region with a port to your immediate south, though completion for the West African Coast is sure to cause conflict with Bornu. However, early in the game you may want to pursue a friendly relationship with Bornu in order to press the Songhai from both sides.

    Land Units:
    Jonow Sofa Levies
    Light infantry armed with spears

    Jonow Sofa Warriors
    Light infantry armed with spears and small shields

    Mandekalu Infantry
    Warriors armed with reed shields and spears

    Horon Heavy Warriors
    Infantry with cotton armour hide shields and spears

    Horon Swordsmen
    Heavy infantry armed with swords and shields

    Kèlè –bolo Spearmen
    Heavy infantry equipped with wooden shields, chainmail and spears

    Mandekalu Skirmishers
    Warriors equipped with hide shields and throwing spears

    Sofa Archers
    Basic archer unit, reasonable quality for this level.

    Horon Archers
    Mid-tier archers, reasonable quality

    Mandika Archers
    High tier archers, good quality for this tier

    Malian Gunners
    Malian troops armed with handguns

    Malian Musketeers
    Malian troops armed with muskets

    Mandekalu Horsemen
    Light horsemen equipped with lances, swords and small shields

    Horon Cavalry
    Medium cavalry armed with lances, swords, shields and cotton armour.

    Farari Horsemen
    Heavy cavalry equipped with lances, swords, shields and chainmail for the rider and cotton barding (horse armour).

    Farima Cavalry
    Heavy cavalry equipped with lances, swords, shields and chainmail armour for both rider and horse.

    Ton-tigi’s Guard
    Similar to Farima Cavalry

    Berber Cavalry
    Fast cavalry with bows.

    Malian Cannon
    Basic Cannon for siege warfare

    Malian artillery
    A more advanced cannon.
    Last edited by PontusTookEgypt; August 25, 2016 at 01:23 PM. Reason: slight changes to the map

  3. #23

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

    This looks very promising! I'm illiterate in modding, but thanks a ton for doing this! Africa is such a little-explored region in TW and games in general and what you've posted makes me very excited! Good luck!
    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

  4. #24

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

    Ok folks so this is a more advanced version of the campaign map, one that I have messaged to The Master of Albion. I do stress that although I thank him for his help, there is no need for pressure at this point, since this is the pre-formative stages of a potential mod. In any case, there have been some changes, and this version is not the finalised version of the map in any case. The triangles represent the ports, by the way.

    Spoiler Alert, click show to read: 
    Last edited by PontusTookEgypt; September 10, 2016 at 09:58 AM.

  5. #25

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

    Next faction:

    Adal Sultanate

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Faction Leader:
    Muhammad ibn Badlay

    Starting regions:
    Dakkar (Capital) – Large Town
    Zeila – Large Town

    Neighbouring regions:
    Gode – Wooden Castle
    Las Khorey – Town
    Eyl – Town
    Barara (Ethiopia) (Capital) – Minor City
    Mek’ele (Ethiopia) - Castle

    Religious Culture:
    East African Islam

    Strengths and Weaknesses
    +Excellent Heavy Infantry
    +Well armoured warriors
    +Reasonable gunpowder units
    -Slow units due to armour
    -Lack lighter troops
    -Mediocre archer units

    Information Text:
    The Muslim presence in Northern Somalia began shortly after Islam’s arrival. Zeila had become an important city by the 9th century as the capital of the Adal Kingdom. This realm eventually gave way to the Ifat Sultanate, which began to consolidate Muslim rule in the region. This led it into conflict with Christian Ethiopia, a feud that has been held ever since. Eventually the Ethiopians defeated Ifat, sacking Zeila and killing the last Sultan, whose sons fled to Yemen in 1415 and established a new sultanate with their capital at Dakkar. From here the Sultans now control the lands of Northern Somalia and have the legacy of the sultanate of Ifat. With that, however, comes an already obvious enemy, Ethiopia.

    While you do not start the game at war with Ethiopia, because of your position and relation to them, they are the obvious target. With the Ajuran Sultanate to your south, if you do not take on Ethiopia you will be hemmed in to the Horn of Africa (unless you decide crossing the Red Sea is a good plan) and they will almost inevitably attack you anyway. Beyond Ethiopia lies another Christian Kingdom, Alodia. While you do not have the same viscous rivalry with the Nubians, they are friendly with Ethiopia and will be another potential target unless the Funj manage to defeat them. In fact, maintaining good relations with the Funj so you can team up against Alodia is a good strategy. Fortunately, you also have a powerful friend nearby in the form of the Ajuran Sultanate. This faction has more regions than you and is more powerful, so outright war with them will not be a good strategy early on. However, quickly conquering other settlements in the horn of Africa may prove invaluable later on if you wish to overpower them.

    Another faction that will be valuable for this strategy will be the Kilwa Sultanate. Kilwa and the Ajurans are trading rivals and war between them is likely. If you maintain good relations with both these factions, you could betray the Ajurans later and take full control of the Horn of Africa. The Egyptian Mamluks are another faction to keep an eye on. If you manage to conquer Alodia and somehow deal with the Funj, they will be your immediate northern neighbours, so whatever happens to them may affect you. As such, carefully managing your relations with the Mamluks and their rivals may be important. To that same end, Kilwa’s inland neighbours may also need attention, in particular Bunyoro. Bunyoro is small at the moment, but could grow over time, especially if the Kilwa and Ajuran sultanates are preoccupied with fighting with each other. This may give you a strong adversary or, inded, ally to the west. In summary, due to Adal’s position, diplomatic relations, or at least awareness, with most of the factions will be important as they expand, but at the start of the campaign their clear, overall goal should be dealing with their Ethiopian rivals.

    Land Units:
    Somali Levies
    Light infantry armed with pitchforks

    Somali Spearmen
    Infantry armed with spears and shields

    Adal Spearmen
    Medium spearmen armoured with chainmail and equipped with shields

    Adal Swordsmen
    Medium infantry armoured in chainmail and equipped with swords

    Somali Pikemen
    Heavy infantry equipped with chainmail and pikes

    Adal Heavy Spearmen
    Heavy infantry equipped with overlapping plates of chainmail, spears and shields

    Adal Heavy Swordsmen
    Heavy infantry equipped with overlapping chainmail plate armour, swords and shields

    Adal Foot Lancers
    Warriors equipped with short pikes, heavy armour, and shields

    Somali Bowmen
    Average basic archer unit

    Adal Bowmen
    Reasonable archers with small shields.

    Adal Mailed Archers
    Elite bowmen given better protection in mail armour, so can take more hits. Also have a small shield

    Adal Hand Gunners
    Infantry equipped with basic handguns

    Adal Musketeers
    Infantry equipped with matchlock weapons

    Somali Horsemen
    Light cavalry equipped with spear and small shields

    Adal Horsemen
    Medium cavalry with lances, chainmail and shields

    Adal Heavy Horsemen
    Heavy cavalry armoured in breastplates with plate barding (horse armour).

    Sultan’s Guard
    Similar to Adal Heavy Horsemen

    Adal Cannon
    Gunpowder weapon designed for sieges

    Adal Grand Bombard
    Large cannon, more effective at sieges.

    Adal Field Artillery
    Smaller cannon designed more for the battlefield.
    Last edited by PontusTookEgypt; August 25, 2016 at 04:20 PM.

  6. #26

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

    Kingdom of Morocco

    Symbol
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Factioon Leader:
    Abd al-Haqq

    Starting Regions:
    Fes (Capital) – Minor City
    Tangier – Castle
    Salé - Town
    Marrakesh – Large City
    Agadir – Town

    Neighbouring Regions:
    Tlemcen (Tlemcen) (Capital) – Minor City
    Bouda – Villaage
    Taghaza – Town
    Oudane – Town

    Religious culture:
    Arabic Islam

    Strengths and Weaknesses
    +Powerful Gunpowder Units
    +Effective melee Cavalry
    +Good ranged cavalry
    -Lacks non defensive melee infantry
    -Mediocre Archers
    -Mediocre Infantry

    Introduction Text:
    Although Muslim rule began in North Africa soon after Islam was born, Morocco as a Kingdom has its true origins in the Almoravid dynasty that united the area after a period of strife and controlled an empire from Spain down to the Ghana Empire. Eventually they were replaced by the Almohad Caliphate that extended their rule across to Tunisia. However, during the early 13th Century, a tribe called the Marinids began to gain power. Initially they were expelled by the Almohads, but then the Caliphate began to suffer losses in Spain to Christians and their eastern territories to the Hafsids and Tlemcen. It was then that the Marinids took power, and during the mid-fourteenth century their disciplined army took back the eastern territory. However, those days are gone and Morocco is in crisis. Tlemcen and the Hafsids have again separated, and war with the Iberian powers has weakened their state. Additionslly, political turmoil threatens to plunge your realm into civil war, as the Wattasids are taking power. That said, there is still life in this Kingdom, and those glory days could still be yours once more.

    The situation is a difficult one at the start of the campaign. Morocco begins at war with Spain and Portugal, and the Kingdom of Tlemcen and the Hafsid Sultanate vie for power in the west. Due to the large military of the Iberians, a defensive campaign is advised to protect your northern frontier. To the East, you must keep Tlemcen and the Hafsids in check and ensure you aren’t flanked. War with them will be inevitable, but if you can conquer them and fend off the Iberians, you will have complete control of the Maghreb. As a result, your early campaign goals are reasonably clear, and after that it will be your choice whether to go east and try and claim all North Africa, or head South across the Sahara and push into West Africa. If you do fend off Spain and Portugal, you may want to pursue peace and trade rather than war, as they will get a lot of troops to fight back against you. However, if you defeat them, especially Portugal, it will dramatically alter the gameplay of some other factions due to not having European trade contact. That said, you may be able to take their place.

    Due to having to deal with the dominant faction of Egypt or West Africa, it is recommended that you keep an eye on these areas throughout the game so you can plan your expansion after conquering the Maghreb. However, it will be at that point the game will open up for Morocco. The start of the game, though, will be a brutal and desperate war over this corner of Africa. Morocco’s early game is a simple task to explain, but not to actually pull off; defend your land and then take control of the regions to your east. That said, the late game might not be as simple as you think, as other factions may have grown strong enough to challenge you. They may even do so while your still fighting your neighbours. Certainly, your rivals to the South or East won’t be easy. West Africa boasts excellent cavalry, and to the East you will face the Mighty Mamluk Sultanate and Ottoman Empire.

    Land Units:
    Moroccan Militia
    Light infantry armed with spears

    Berber Spearmen
    Light infantry with shields and spears

    Arab Spearmen
    Medium spearmen with spears and shields and some armour

    Moroccan Heavy Spearmen
    Infantry in heavy armour equipped with spears and shields

    Peasant Archers
    Basic archer unit of Morocco

    Peasant Crossbowmen
    Peasant levies equipped with European style crossbows

    Moroccan Archers
    Moderate mid-tier archers

    Moroccan Hand Gunners
    Infantry with basic handheld gunpowder weaponry

    Moroccan Arqebuseers
    Infantry with a mid-tier gunpowder weapon

    Moroccan Musketeers
    Infantry equipped with advanced matchlocks

    Berber Horsemen
    Light cavalry with spears and shields

    Berber Camelry
    Medium cavalry with spears and shields

    Berber Horse Arachers
    Mounted archers also equipped with swords

    Moroccan Lancers
    Heavy cavalry equipped with lances and swords

    Moroccan Camel Gunners
    Camel riders equipped with arquebuses

    Mounted Gunners
    Horsemen equipped with arquebuses

    Royal Guard
    Similar to Moroccan Lancers

    Trebuchet
    Large, archaic, siege weapon, though good in the early game

    Moroccan Culverin
    Gunpowder weapon designed to assist in sieges

    Moroccan Demi-Cannon
    A more advanced culverin

    Moroccan Grand Bombard
    Large cannon, effective in sieges.
    Last edited by PontusTookEgypt; September 04, 2016 at 06:49 PM.

  7. #27

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

    Next faction:

    Kingdom of Tlemcen

    Symbol:
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Faction Leader:
    Abu Abbas Ahmad

    Starting regions:
    Tlemcen (capital) – Minor City
    Algiers – Castle

    Neighbouring regions
    Tangier (Morocco) – Castle
    Fes (Morocco) (Capital) – Minor City
    Bouda – Village
    Ghadames – Town
    Constantine (Hafsid) – Large Town

    Religious Culture:
    Arabic Islam

    Strengths and Weaknesses:
    +Good selection of Heavy Infantry
    +Good selection of Ranged Units
    +Good selection of Cavalry
    -Lacks effective light infantry
    -More effective units are few in number
    -Generally Does not truly excel in any field

    Information Text:
    Tlemcen has been an important settlement since the time of the Almoravids, and the Berber group now known Bānu Ziyān or Zayyanids have settled in the region for longer than that. The town has gradually grown in influence and in 1161 the Almoravid’s successors, the Almohads, built a wall around it. However, in the mid 13th century their rule began to crumble and the governor of Tlemcen, Yaghmurasen Ibn Zyan, founded the Zayyanid dynasty and declared independence. However, while the early history of Tlemcen was expansionist, they were twice conquered by Maranids in the 14th century, however the Moroccons were not able to keep their hold over Tlemcen. These invasions have left Tlemcen in a weakened state, though, and over the decades Tlemcen has been a vassal of other Muslim Kingdoms. In fact, you begin the campaign as a Vassal of the Hafsids.

    This situation gives you some advantages and drawbacks. Because you are vassals of the Hafsids, you are protected in the west for a time. However, realistically, war with them is very likely, but at the start of the campaign your main target is Morocco. While you are not at war with them yet, they will inevitably want to reclaim their lands to the east, and so you must press on them while you can. That said, the Hafsids could turn on you at any point, and will also want to dominate the region, so guard your eastern border. Friendly relations with the Iberians could be a good strategy in order to team up against Morocco, though in time you will may have to fight them too. Once you have taken out Morocco and the Hafsids, it is really your choice where you try and conquer. Tlemcens forces are generally high quality, as a large part of their army is made up of mercenaries, however they are relatively few in number. This does make them a generalist faction, which has its pros and cons. While you will be able to adequately deal with most threats, you do not have true specialisation, meaning you will be outclassed or outnumbered in most areas by the elites other factions.

    In the early game, Tlemcen’s position means that, like Morocco and the Hafsids, you face a long and bloody war over the Maghreb. This is especially true of your faction, since you are trapped between the two others. However, if you can take on both your neighbours, you’ll find yourself in a dominant position in North West Africa, and like the other realms there, the choice to go south or east will provide different challenges. West Africa have powerful cavalry that may be able to shred through your ranged units if you are not careful, so you will need to use your Pikemen. To the east, the Mamluks and Ottomans have large, powerful armies that will be difficult to take on. In particular the Ottoman forces are an extremely modern army and a force to be reckoned with, as their janissaries might dominate your heavily armoured troops. Either way, Tlemcen offers a challenging starting position, but their campaign frees up in the late campaign if you can survive.

    Land units:
    Tlemcen Militia
    Light infantry armed with spears

    Berber Spearmen
    Light infantry with shields and spears

    Arab Spearmen
    Medium infantry armed with spears and shields

    Tlemcen Heavy Spearmen
    Heavy infantry armed with spears and shields

    European Sworsmen
    Heavy European mercenary infantry armed with swords and shields

    European Billmen
    Heavy European mercenary infantry armed with billhooks for fighting cavalry

    Tlemclen Pikemen
    Heavy infantry armed with pikes to combat cavalry

    Peasant Archers
    The basic archer unit of Tlemcen

    Arab Archers
    Decent infantry archers

    Peasant Crossbowmen
    Peasants wielding European crossbows

    Italian Crossbowmen
    Europeans equipped with Pavise Shields and crossbows

    Tlemcen Hand Gunners
    Troops armed with basic gunpowder weapons

    Tlemcen Musketeers
    Infantry armed with matchlock weaponry

    Berber Cavalry
    Light cavalry armed with spears and small shields

    Berber Cammelry
    Medium cavalry equipped with spears and shields that can scare horses

    European Men at Arms
    Heavy European mercenary cavalry armed with swords, lances and shields

    Tlemcen Lancers
    Horsemen equipped with lances, swords and shields

    Tlemcen Mounted Gunners
    Horsemen equipped with Arquebuses

    Royal Guard
    Similar to Tlemcen Lancers

    Tlemcen Culverin
    Basic gunpowder siege weapon

    Tlemcen Basilisk
    More advanced gunpowder siege weapon
    Last edited by PontusTookEgypt; September 04, 2016 at 06:48 PM.

  8. #28

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

    The Kingdom of Alodia

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Faction Leader:
    Solomon (Guess)
    Starting Regions:
    Soba (Capital) – Large Town
    Massawa – Town

    Neighbouring Regions:
    Dongola – Castle
    El Fasher – Town
    Fashoda – Town
    Dangla – Large Town
    Mek’ele – Castle

    Religious Culture:
    East African Christian

    Strengths and Weaknesses
    +Excellent Archers
    +Reasonable Cavalry
    +Good spear infantry
    -Lack heavy assault infantry
    -Mediocre gunpowder units
    -Melee units somewhat lack force

    Information Text:
    Alodia is a Christian kingdom with a history stretching back around a thousand years. However, the Nubian civilization goes back much further, as the Kingdom of Kerma united the area around 2,500 years before the campaign begins. During the time of Kerma’s successor, Kush, the Nubians came to dominate Egypt. Though they lost control of the lower Nile, the Nubians have resisted invasions from Romans and Muslims for centuries, even though they ceased to be a united realm in 350 AD. During the 8th and 9th centuries Nubia seemed to prosper, especially Alodia’s northern neighbour Makuria. However, Makuria is now gone and the prosperous days are behind Nubia. Threats loom from the North and South-West, and the Nubian civilization may soon come to an end.Unless you can turn things around that is.

    Nubia has endured for thousands of years, and after centuries spent being split into separate realms, perhaps the Alodians could restore the might of Nubia to its former glory. For now, however, there is a more urgent threat. The Funj army in the South threatens your Kingdom. Soon they will move north and you will have to fight a desperate battle to defeat them. Luckily, you do have a friend to the south. Ethiopia is not your ally, but they could be, and this would protect your southern border. However, after the Funj are defeated, you find yourself in a difficult position. Ethiopia is your friend, but also your neighbour, so whether you want to betray them is up to you. Doing so will give you a strong enemy, and the Somali Sultants to the South will still be likely to declare war on you anyway. The other main options lies to the north. The cataracts of the Nile, a series of rapids, prevents naval trade with the Mamluks of Egypt along the river. However, if you want to push south then creating a northern border with them by capturing the Castle of Dongola and the town of Qasr Ibrim would allow for better trade.

    Alternatively you could actually attack the Mamluks and ally yourself with the Ottomans to destroy them. Early in the game, though, trade rights with the Mamluks are a good option. While trade along the Nile will be impossible and the land routes hampered due to not having a border, the Red Sea will still provide a good amount of income. To that end, if you push into Egypt, sailing across the sea and invading Arabia is not a bad option. If you do declare war on Ethiopia, taking Sana’a in Yemen before they do will ensure that trade still flows into the Red Sea. If Ethiopia takes this region they will control both sides of the Mandeb Strait due to their control of Mek’ele, which may block off a significant part of your income from the East African Sultanates of Adal, Ajuran and Kilwa.

    There are, of course, other ways to expand your income and/or territory. You could head west into the Sahara, or down the White Nile, which is navigable and will allow for trade. Expanding in these directions will bring different challenges, though. To the west lies the Bornu Empire, and depending upon how they expand, they may pose a very real threat if they are pushing east. To the immediate south lies Fashoda, a rebel region with a large amount of troops. Pushing past them will not be easy. Additionally, the regions to your immediate south may be captured in a scramble for East Africa by Ethiopia, the Somalis and Bunyoro. The last of these factions is an interesting one. Bunyoro lies east of both the Kilwa and Ajuran Sultanates, two large trading rivals. If war breaks out between Kilwa and the Ajurans, Bunyoro may take a side, not get involved or try to attack both of them. As such, they will be an important player in that region. Trade with them in the early game is a good idea, but later you may want to ally or war with them depending upon how you are playing.

    Land Units:
    Nubian Militia
    Light Infantry armed with spears

    Nubian Spearmen
    Light infantry armed with spears and small shields

    Nubian Axemen
    Light infantry with axes and shields

    Alodian Warriors
    Infantry with quilted armour, swords and shields

    Beja Spearmen
    Infantry with long spears, shields and swords

    Alodian Spearmen
    Infantry with cotton armour, spears and shields

    Alodian Guardsmen
    Infantry equipped with chainmail, long spears and shields

    Nubian Skirmishers
    Infantry equipped with shields and throwing spears

    Nubian Archer Militia
    Good quality basic archers

    Nubian Bowmen
    Good quality archers

    Alodian Bowmasters
    Excellent archer infantry

    Nubian Gunners
    Infantry armed with basic handheld gunpowder weapons

    Alodian Musketeers
    Infantry armed with matchlock weapons
    Nubian Horsemen
    Light cavalry armed with javelins and swords

    Berber Cavalry
    Light cavalry armed with spears and small shields

    Nubian Horse Archers
    Skilled archers that shoot from horseback

    Nubian Lancers
    Medium cavalry armed with lances, swords and shields and equipped with cotton armour

    Alodian Knights
    Heavy cavalry armed with lances, swords, chainmail and quilted barding

    Royal Guard
    Similar to Alodian Knights

    Alodian Cannon
    Basic gunpowder siege weapon

    Alodian Artilery
    More advanced gunpowder siege weapon
    Last edited by PontusTookEgypt; September 04, 2016 at 06:47 PM.

  9. #29
    Campidoctor
    Civitate

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

    Cool to see that you based Alodias extension on the map I upped on Wikipedia, but it should be mentioned that Alodia was much more smaller at your startdate. Darfur was lost to the kingdom of Daju, the Red Sea coast was lost to the Beja, the northern provinces were lost to Al-Abwab. In 1450, Alodia was really strugeling for survive against the Arabs.
    Also, please get rid of pikes, pitchfork peasents, muskets and cannons. Instead, add Arabic, Beja and "tribal" African units.

  10. #30

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

    Quote Originally Posted by LinusLinothorax View Post
    Cool to see that you based Alodias extension on the map I upped on Wikipedia, but it should be mentioned that Alodia was much more smaller at your startdate. Darfur was lost to the kingdom of Daju, the Red Sea coast was lost to the Beja, the northern provinces were lost to Al-Abwab. In 1450, Alodia was really strugeling for survive against the Arabs.
    Also, please get rid of pikes, pitchfork peasents, muskets and cannons. Instead, add Arabic, Beja and "tribal" African units.
    Hi, the pikes and pitchforks I will work on and try and come up with some alternative units. However, the presence of gunpowder units is kind of needed. Even if some of these factions are not, in fact, noted as using gunpowder while they were around, as they came into contact with other factions that did have those units, it seems obvious to me that they would adopt gunpowder weapons, as other factions that did survive would do. For example, the Kingdom of Kongo is noted for adopting gunpowder weaponry, as are the Somali realms like Adal and Ajuran. Hence, if Alodia did survive, then I think they would most likely adopt those weapons through trade and their own facilities once they became large and powerful enough (as a Total War games would make them considering you could lead Alodia to control all of Africa).

  11. #31

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

    Also do people think that Morocco should have a Baron's Alliance type thing about 15 turns into the game to simulate the 1465 revolt?

  12. #32
    Campidoctor
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    Default Re: Mod idea: Africa: Total War 1450 to 1750

    Quote Originally Posted by PontusTookEgypt View Post
    However, the presence of gunpowder units is kind of needed. Even if some of these factions are not, in fact, noted as using gunpowder while they were around, as they came into contact with other factions that did have those units, it seems obvious to me that they would adopt gunpowder weapons, as other factions that did survive would do.
    Even the Funj Sultanate, which was Alodias direct successor, barely made use of firearms. In that aspects its typical to all the other Sahel kingdoms which prefered cavalry power over gunpoweder, which was the main reason why they were conquered relatively easy compared to the other African kingdoms during the late 19th century.

  13. #33

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

    However, in this game you aren't conquered if you're successful, so in that sense it would make sense.

  14. #34

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

    Does anyone have a symbol I could use for the Songhai Empire? Yes I know about the Civ V one, but does that have any historical basis or did they just invent a vaguely African looking thing?

  15. #35

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

    Next faction:

    Kingdom of Mutapa

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Faction Leader:
    Nyatsimba Mutota

    Starting Regions:
    Zvongombe (Capital) – Large Town
    Manica – Town

    Neighbouring regions:
    Khami (Butua) (Capital) – Castle
    Manthimba (Maravi) (Capital) – Town
    Sofala (Kilwa) – Large Town
    Angoche (Kilwa) – Wooden Castle
    Pedi – Village
    Lusaka – Town

    Strengths and Weaknesses
    +Excellent light infantry
    +High quality short range troops
    +Good anti-armour troops
    -Lacking heavy infantry
    -Lack defensive units
    -Sever lack of cavalry

    Mutapa is one of the youngest factions in the game, having been founded the year the campaign begins after the Kingdom of Great Zimbabwe collapsed. Mutapa is the larger of the two descendants, the other being Butua to your south-west. It must be said that your units are very similar to those found in Butua and to a lesser extent Maravi. You are not at war with either of these neighbours, but since Mutota abandoned Great Zimbabwe first, you certainly have a rivalry with Butua. At the start of the campaign you find yourself almost surrounded, with only two rebel settlements up for grabs that border you. This means that you will almost certainly have to fight your neighbours.

    Maravi only has a town, and are the weakest of the realms in the region. However, moving your troops north immediately may open up your southern flank to attack from Butua. Moving south to take out Butua first will be a harder fight, as they control a castle. However, once they are defeated you will have a large troop production centre from which to expand. And then we come to the Kilwa sultanate. This faction is much more powerful than Maravi or Butua, so you may not want to fight them straight away. However, if war does break out, capturing Sofala will give you another coastal large town, from which you could smash the bottom half of their empire. Because Kilwa stretches along the coast, war with them will inevitably throw you into diplomacy beyond your region. To the north, Bunyoro could be a useful ally and trade partner, espiecally if you both end up controlling areas along the coast, or indeed capturing regions with ports in Lake Malawi.

    Additionally, good relations with the Ajuran Sultanate might be a good plan, as they are also rivals with Kilwa. If the Ajurans and Bunyoro go to war, siding with the Ajurans might lead to an opportunity to take more region to the north and take over the heart of Africa. One region to definitely try and take is Kasama. This will give you access to the Southern Half of the Kongo River, and in the likely event that Musumba is taken by Kongo, it will give you another trading port. Unfortunately you will not be able to trade via the River if they do not take Musumba, as a waterfall blocks traffic near Singitini. Of course, the Portugese will arrive sooner or later, so trading with them will also allow you to get gunpowder weapons. In summary, Mutapa faces a straightforward early game as it must deal with its two obvious rivals before tackling the challenge of a much larger realm that will bring it forward into the politics of other regions.

    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

    Shona Braves
    Warriors armed with shields, axes and throwing spears

    Mutapa Warriors
    Brave soldiers armed with spears, throwing spears and shields

    Shona Clubmen
    Warriors armed with shields and clubs

    Mutapa Longspears
    Warriors equipped with shields and long spears

    Mutapa Daggermen
    Warriors with long daggers and shields

    Mutapa Elites
    Warriors equipped with shields, long spears and axes

    Royal Guard
    Similar to Mutapa Elites

    Shona Hunters
    Troops armed with bows and daggers

    Shona Raiders
    Troops armed with throwing spears and daggers

    Mutapa Archers
    Superior bowmen, also armed with daggers

    Tavara Hunters
    Expert short range archers with powerful bows

    Mutapa Gunners
    Infantry equipped with basic handheld gunpowder weapons

    Mutapa Musketeers
    Infantry equipped with matchlock weapons.

    Mutapa Cannons
    Basic gunpowder siege weapon

    Mutapa Artillery
    More advanced gunpowder siege weapon

    Shona Horsemen
    Basic cavalry armed with spears and shields
    Last edited by PontusTookEgypt; September 04, 2016 at 02:07 PM.

  16. #36

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

    Songhai Empire

    Symbol:
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Faction Leader:
    Sonni Sulayman

    Starting Regions:
    Gao (Capital) – Minor City
    Takedda – Town

    Neighbouring Regions:
    Tadmekka (Mali) – Castle
    Timbuktu (Mali) – Large City
    Ouagadougou – Large Town
    Bilma – Village
    Zinder – Village
    Agadez – Large Town

    Religious Culture:
    West African Islam

    Strengths and Weaknesses
    +Decent ranged cavalry
    +Decent selection of ranged units
    +Superb cavalry
    -Serve lack of infantry
    -Mediocre quality gunpowder units
    -Heavy reliance on cavalry

    Information Text:
    The Songhai Empire has its roots in the Gao Empire, controlled by the city of the same name which is still their capital today. This empire was present in the 9th century and converted to Islam some time later. However, during the 13th century it became part of the Great Mali Empire. It would remain that way until the late 14th century when they rebelled. This rebellion was largely put down, but the Songhai were still able to retain their effective independence. In the 1430s the Songhai leader Sonni Sulayman Dama managed to fully establish independence. This makes the Songhai among the younger factions in the game. However, the decline of the Mali Empire has led them to cleave off Mali’s eastern lands, including Takedda, another settlement that rebelled in the 14th century.

    You begin the campaign with just these two regions, and though you are not currently at war with Mali, they are your obvious rivals. They actually have more troops than you, but they are spread out across their vast empire. This leaves their eastern territory vulnerable, especially Timbuktu. However they have a large capacity to recruit troops, so you must act quickly and seize this valuable city. This will cause significant damage to Mali, but finishing them off will be a hard fight. To your east lies another potential rival in Bornu. While you push west into Mali, they may expand their territory to the east and become a threat, particularly if they ally with Mali.

    Beyond these immediate neighbours ie the Northwest African Kingdoms that you must keep an eye on lest they expand southward, and to your south-east the Kingdom of Kongo could become a potential trade partner and ally against Bornu, especially if you capture one of the coatal regions to your south. While conquering Bornu later in the campaign is likely, maintaining good relations with them early on could be a good strategy to avoid being trapped between them and Mali.

    Land units:
    Jonow Sofa Levies
    Light infantry armed with spears

    Songhai Militia:
    Light units equipped with spears and shields

    Songhai Spearmen:
    Infantry equipped with spears and large shield

    Songhai Heavy Spearmen
    Infantry equipped with padded armour, large shields and spears

    Jonow Sofa Bowmen
    Basic level archers

    Songhai Archers
    Decent ranged infantry equipped with bows

    Songhai Handgunners
    Infantry equipped with basic handheld gunpowder weapons

    Songhai Musketeers
    Infantry equipped with matchlock weapons

    Songhai Skirmishers
    Infantry equipped with large shields with javelins

    Songhai Scouts
    Light cavalry equipped with spears

    Taureg Camelry
    Medium cavalry riding camels, equipped with spears and shields

    Songhai Riders
    Cavalry with riders equipped with padded armour and lances

    Songhai Lancers
    Medium cavalry equipped with lances, swords and chainmail armour for the riders and a small amount of barding (horse armour) for the horses

    Heavy Songhai Lancers
    Heavy cavalry with lances, swords chainmail armour and cotton barding

    Songhai Rear-guard Champions
    Heavy cavalry equipped with chainmail armour, swords, shields, lances and a mixture of cotton and metal barding.

    Imperial Guard:
    Similar to Songhai Rear-guard Champions

    Songhai Raiders
    Light cavalry equipped with javelins

    Taureg Raiders
    Light cavalry armed with bows

    Songhai Cannon
    Basic gunpowder siege weapon

    Songhai Artillery
    More advanced gunpowder siege weapon

  17. #37

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

    The Kilwa Sultanate

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Faction Leader:
    Suleiman ibn Muhammad

    Starting Regions:
    Kilwa (Capital) – Minor City
    Mombassa – Large Town
    Zanzibar – Castle
    Angoche – Wooden Castle
    Sofala – Large Town
    Mahajanga – Town
    Moroni – Town

    Neighbouring Regions:
    Antanamarivo – Town
    Pedi – Village
    Manica (Mutapa) – Town
    Zvongombe (Mutapa) (Capital) – Large Town
    Manthimba (Maravi) (Capital) – Town
    Lugalo – Village
    Urambo – Town
    Gitega – Town
    Kisumu – Village
    Kismayo (Ajuran) – Large Town

    Strengths and Weaknesses
    +Good selection of light to medium infantry
    +Good selection of Archers
    +Generalist army, decent in most areas
    -Generalist army, lacks one strong field
    -Lacks cavalry
    -Somewhat lacks heavy infantry

    Information Text
    Kilwa was founded by Ali ibn al-Hassan Shirazim a prince of Shiraz, Persia, in the 900s AD after he was forced out of his home by his brothers. He sailed along the African Coast before purchasing the Island of Kilwa from the locals. Over time the influence of this small trading post grew until it dominated the East African Coast from just south of the Horn of Africa down to the Limpopo River, as well as Northern Madagascar and the islands that lie between it and the mainland. For hundreds of years Kilwa has enjoyed great power and wealth, ruling over its coastal Islamic trading Empire, a mix of Arab and African that has become known as Swahili. Now in the 1400s, Kilwa is stronger than ever… but can this last?

    Shadows are beginning to loom over Kilwa. The Sultans may yet lose power as the Emirs seek to appoint their own rulers. The old trading partner of Great Zimbabwe is gone, replaced by younger, unknown states. Worst of all, foreign realms look to claim Kilwa’s wealth and power. And yet, the Sultanate is still strong. Kilwa is a nation stretched thin along the Swahili Coast, and to survive it must secure itself as the dominant power in East Africa. However, this will require careful coordination and a mix of military and diplomatic strength. The south of Kilwa’s lands are threatened by three Kingdoms. Two, Butua and Mutapa, are descended from the realm of Great Zimbabwe, and these two will surely fight over who is the dominant Shona realm. Perhaps the Swahili could take advantage of this, claiming their land for their own. North of these lies Maravi. This realm is wholy new and still forming, though it too may try and push south as the Shona battle. All three of these realms must be dealt with, otherwise they will threaten the Southern Regions of the Sultanate.

    North of these three, and further inland, lies Bunyoro. This state lies in the very heart of Africa, and its nearest unclaimed settlements, while they border Swahili lands, are some way from the shore. Maybe they could be quelled with trade and friendship, giving Kilwa time to deal with other threats. This brings us further north still, to your greatest rival, the Ajuran Sultanate. This realm is smaller than yours, but much more compact, allowing them to defend themselves and assemble armies much faster. If war breaks out with them, it will be useful to have allies. One is Bunyoro, but others lie north of Ajuran, in the Adal Sultanate, and the Christian realms beyond. However, while you secure your southern border, it might be a good idea to try and foster better relations with the Ajurans. If you can quickly get across Africa to the Congo River, you may also be able to start large scale trade with the Kingdom of Kongo, however, this will be hard. Maritime trade will be vitally important, however, so sending out emissaries to places like Persia and Egypt is recommended. Overall, the Kilwa Sultanate’s stretched out position gives it a unique challenge, and if you can secure more territory inland, you can become the true dominant power in South East Africa, potentially even all Southern Africa.

    Land Units:
    Kilwa Militia
    Troops armed with spears and shields

    Bantu Spearmen
    Light Spearmen equipped with shields

    Bantu Braves
    Warriors armed with throwing spears and clubs

    Swahili Spear-Throwers
    Infantry equipped with javelins and shields

    Bantu Bowmen
    Medium quality archers that are fast and can hide anywhere

    Swahili Spearmen
    Medium infantry with spears and shields

    Swahili Warriors
    Soldiers armed with swords and shields

    Arabic Spearmen
    Warriors equipped with chainmail and large spears

    East African Swordsmen
    Warriors equipped with heavy armour, swords and shields

    Swahili Boatmen
    Infantry equipped with shields and swords or axes

    Arabic Horsemen
    Basic cavalry equipped with spears and shields

    Kilwa Lancers
    Medium cavalry equipped with chainmail, lances, swords and shields

    Sultan’s Guard
    Similar to Kilwa Lancers

    Archer Militia
    Basic archer unit of average quality

    Arabic Archers
    Good quality bowmen

    Kilwa Gunners
    Soldiers equipped with hand cannons

    Swahili Musketeers
    Infantry equipped with muskets

    Kilwa Cannon
    Basic gunpowder siege weapon

    Swahili Artilery
    More advanced gunpowder weapon

  18. #38

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

    Factions look great! So hyped!
    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

  19. #39

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

    Tell your avatar to hold his horse. The likelihood of this thing actually getting off the ground is fairly low.

  20. #40

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

    The Kingdom of Bunyoro

    Symbol:
    Spoiler Alert, click show to read: 


    Map:
    Spoiler Alert, click show to read: 


    Current Ruler:
    Ocaki Babiito

    Starting Regions:
    Masindi (Capital) – Town

    Neighbouring Regions:
    Kisumu – Village
    Nyanza – Wooden Castle
    Gitega – Town
    Gondokoro – Village

    Strengths and weaknesses
    +Strong selection of light spear infantry
    +Army has a surprising defensive capability for a light-infantry faction
    +Reasonable archers
    -Somewhat lacking in cavalry, particularly heavy cavalry
    -Lacks heavy infantry
    -Light infantry somewhat lack offensive capability

    Information Text:
    Bunyoro is the dominant power of the Northern Great Lakes of Africa. It rose to power in the late 1300s after (according to legend) the collapse of the Kitara Empire. This position makes Bunyoro one of the two most central factions, along with Bornu. This location also means that Bunyoro does not have any immediate rivals, but also mean that, no matter which direction they push, they will be surrounded, and other factions will vie for its strategic position at the head of the Nile. However, this also presents an opportunity. If Bunyoro can secure reasonable relations with all of its neighbours, then it can attempt to expand while they fight each other. The question really, it which way to conquer. Southwest will give you access to the Congo River and potentially allow for increased trade with the Kingdom of Kongo, though this may leave your North and East exposed. Northwest will bring you into contact with the Bornu Empire, especially given that most of the settlements are nearer them than you. East will push you into the path of the powerful East African Realms like Kilwa and Adal, and directly south means you’ll be pushing into the lands of Maravi and the realms beyond.

    This position as a crossroads at the very north of what is essentially Southern Africa is reflected in Bunyoro’s army. Like the other states of Maravi, Mutapa and Butua, Bunyoro relies mainly on light infantry, but like Kongo its army is a bit less hit and run. Instead its forces of light spearmen tend to be able to stay in the fight a little longer and hold the line. Additionally, Bunyoro’s position allows it to bring in foreign style units from East and West later on, including true heavy infantry and some reasonable cavalry. However, this does not make them a generalist faction like Kilwa. Their specialty still lies in light infantry, they’re just not as light as the more southerly realms. This does mean, however, that Bunyoro may have the ability to hold their own against the powerful cavalry of West Africa and the Heavy Infantry of East Africa slightly better, allowing them to pin enemy forces for a while instead of using hit and run tactics.

    Bunyoro’s position also gives it an opportunity for trade. Already it has access up the upper part of the Nile before the Cataracts, allowing trade by boat as far as Alodia. If war should break out with Kilwa or Ajuran, taking one of their ports would be highly valuable, although trade with these powers would still be a good opportunity in the early game. Maintaining good relations with both of them until such a time as you are ready for war (or they are) may allow you to gain a powerful ally and enable you to actually take some coastal land. Maintaining good relations with Bornu, Adal and Ethiopia (unless you want to invade them) would also be a good idea to protect you from Northern invasions. In summary, Bunyoro’s position at the heart of Africa allows it to choose which challenges it wants to follow, but it should always beware in case it is taken by surprise from another direction.

    Land Units:
    Bunyoro Militia
    Warriors with spears

    Bunyoro Herders
    Fierce warriors with spears and javelins

    Bunyoro Spearmen
    Infantry equipped with spears and shields

    Bunyoro Boatmen
    Infantry equipped with throwing spears, clubs and shields

    Bunyoro Rivermen
    Warriors equipped with spears and shields

    Bunyoro Archers
    Basic archers of Bunyoro

    Bunyoro Longspears
    Warriors equipped with long spears that can be used to combat cavalry

    Bunyoro Hunters
    Archers that can hide anywhere and are effective at relatively close range

    Bunyoro Heavy Warriors
    Troops with metal armour adopted from East Africa equipped with shields and spears

    River Bowmen
    Good quality archers

    Acholi Spearmen
    Northern warriors equipped with shields and spears

    Bunyoro Executors
    Warriors equipped with large machete-axe weapons and shields

    Bunyoro Warriors
    Infantry equipped with spears and large shields

    Royal guard
    Similar to Bunyoro warriors

    Bunyoro Horsemen
    Basic light cavalry equipped with spears

    Bereber Mercenaries
    Lightly armoured horse archers

    Bunyoro Lancers
    Cavalry equipped with metal armour, cotton barding, lances and axes

    Bunyoro Gunners
    Infantry equipped with hand cannons

    Bunyoro Riflemen
    infantry equipped with muskets

    Bunyoro Cannon
    Basic gunpowder siege weapon

    Bunyoro Artilery
    More advanced gunpowder siege weapon

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