Kingdom of Kongo

Now for some more artwork for Swahili/Kilwa Sultante

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I havent actually decided whicj leader it is, but this is a generic portrait of a swahilian sultan, probably Ali ibn al-Hassan Shiraz

and the pic civ map:


Moriboe, about the Dhow, very good remark, it is a bit tricky, my first idea was that it should be a unit that replaces the Caravel, is a bit weaker but van be built eryer on and has a week version of the great merchants trade misson. But that is probably not possible to script so maybe you could get the other way around and give the great merchant some strength? It could lack range strengh but be able to surive at least one attack from a barbarian galley, but maybe thats impossible to scipt aswell.

what do you think about the trait?
 
The issue with the trade mission is that you can set the gold reward for units separately, but not the CS influence boost: that one is fixed for all unit types for all civilizations, so I agree replacing the great merchant would be best.
I looked at the XML and perhaps it is flexible enough to allow a non-civilian great person replacement, if the unit class is the only thing that needs to be the same; making the second option no problem. The strength only needs to fend off galleys/triremes, as after that escorts across the ocean become possible.

The trait looks a bit weak as it is now: would you always adopt a CS-heavy strategy for a 25% bonus? On the other hand it has a very nice synergy with the dhow. I'd add a +25% great merchant point bonus on top for more dhow joy :)

And the artwork is amazing :goodjob: Just maybe the oil painting effect on the diplo scene is a bit much. May I inquire how much time you spend on a civ to get results that good? :)
 
I tested the overriding of units by those of a different class and met difficulties. XML settings don't make much difference, it seems to be a graphic thing: combat values require combat animations (the game even crashed when an embarked unit got bombarded!).
BUT the solution in this case is quite simple actually: the "defensive embarkation" promotion will prevent any unit from being instantly destroyed by ships; they have to bombard the unit instead.

And my suggestion of +25% great merchant points is bollocks; not an XML option. So Pouakai's idea gets my vote too.
 
I love your graphics! I do hope someone can create in game models for the Pombo soon.
 
Hey guys,

Just a quick note to let you all know this and the Kilwa sultanate will be the first two civilizations of our new mod, Zambezi. There will be others in the future (Let's just say the Impi model will be put to good use)
 
^^Zambezi is part of Terra Novus, a mod(pack?) which also includes Pasifika, my Pacific/Oceania mod in-progress (links to Terra Novus Modders' group and Pasifika discussion thread in my sig).
 
Her is some thoghts on traits and such for other African civs:

Wene wa Zulu
This is the civ me and Pouaka will make when the Swahili-Kongo mod is finished.

Leader: Goes without saying - Shaka kaSenzangakhona aka Shaka Zulu
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Trait: Mfecane - Combat Strength +30% when fighting City-State units or attacking a City-State itself (the same as mongolia) and if it is possible +1 movement for all meele units (does anyone know how this can be scripted, maybe as a free promotion?). Any other suggestions?
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UU: Impi

The hard question is which unit it should replace, The Zulu empire is a quite late empire and the Impi fought against British riflemen and won, so to let the Impi replace the spearman would be strange. Pikemen is probably the unit that is used for the longest part of the game so I will suggest that, but it could be musketmen or riflemen as well.

The Impi is famous for marching long distances without rest, and using the "buffalo horn formation" a flanking manoeuvre, and that it was a lot of them.

If the trait does not give them +1 movement they should have that. Maybe they should be cheaper (like the landsknecht) so it is a lot of them. Regardless would these two promotions be suitable: - Charge- +25% combat strength vs. wounded units and -
March- unit will heal every turn, even if it performs an action.

Is this over powered?
It would be super if we can interoperate the beautiful 3d art that already exists for them.
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UB: Kraal A unique tile improvement that boosts food on grassland tiles if this is possible, otherwise a building that replaces the stable and gives a higher bonus for cattle and any grass tile perhaps.

this to reflect the importance of the Nguni cattle to the Zulus
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Whatdoyouthink?
 
and an other:
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Mapungubwe/Zimbabwe/Wene we Mutapa (aka Monomotapa)

Three kingdoms in tha same area, Mapungubwe 1075–1220 AD, Zimbabwe 1220–1450 AD and Mutapa 1430–1760 AD, the first is maybe to short lived and far ago to be the dominant one, but which name is best - Zimbabwe or Mutapa?
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Leader: Since I cant find any leaders for Kingdom of Zimbabwe (Mugabe is not an option ;)) it will have to due with a Mutapa king, Cant find much info about them, Nyatsimba Mututa was the first king and ruled for 20 years and Matope Nyanhehwe Nebedza was the second, and ruled the longest - 30 years, whichs one would be best?

A much later option would be: Nehanda Nyakasikana (c1840-1898) a medicine woman/spiritual leader from the Shona people who inspired people to rise up against the british.
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Trait:The name Zimbabwe comes from Shona for "large houses of stone". The Capital - "Great Zimbabwe" is famous for its huge (11 meter tall!) massive stone walls and stone towns, for its wast reserves of gold and ivory and its craftmanship, like this absolutely stunning Mapungubwe Gold Rhino
Spoiler :


So the trait could be the same as Egypt (+20% production towards wonders), or if its possible Free greet engineer when discover masonry, receives great engines at double rate (in line with Babylon's trait, would this be possible to script in xml?), or some thing else?
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UB: Probably something to do with stone, like an improved version of stonework, or maybe "Great Walls" which gives +10 :c5strength: defence to city and a stone production bonus.

the other UB: should be something with Gold and Ivory "Artisans Workshop" +2:c5production: Production and per improved Gold and Ivory tile: +2:c5culture: Culture and +1:c5gold:Gold, would that be balanced? Which building should it replace? I think it should be fairly early.
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UU: Can't find any rerferense to any special military units
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Would it be a Boring civ to play? It would definitive be more fun with something outrageous such as Rhino Cavalry but I think we want to be historic correct, and let known facts about a civ form traits, UB and UU. Has anyone else any thoughts about the other African Civs?
 
Both of them sounds awesome!
I would go with Zimbabwe for the name
 
May I also suggest a Morocco Civilization?
The idea on the Civilization Suggestions Thread for the UA is:
Land of God: +2:c5science: from all dessert tiles. 25 :c5goldenage: points when liberating a city.

I think this idea might be easier to script (and more interesting):
Land of God: +5:c5science: from trade routes. Research Agreements produce 20% more :c5science:.

The UA suggested was:
Black Guard: Replaces Musketman. Cost: 90. Strength: 15. Movement: 2. Black Guard Can Move After Attacking. Much cheaper to build than regular Musketman but slightly weaker. Has a unique promotion which gives the unit ability to move after attacking. Also Moroccoan worker unit can be upgraded to Black Guard at moderate cost.

I think the cost to upgrade from a worker should be fairly large.

Finally, the UB suggested was:
Ksar. Replaces Castle. Cost: 180. No maintenance. Defense: 7,5. +2Food. Ksar is slightly cheaper to build than a regular Castle and also plays role of secondary Granary/Marketplace thus giving +2:c5food: to City.
 
Also, for the Dhow and UA for the Swahili civ:

  • I think we should change the name of the Dhow to "Dhow Merchant" or "Dhow Trader"

  • It might be a good idea to make the Dhow slightly more focused toward Maritime CS. For example, when you perform a trade mission with a Maritime CS, (and this next bit might be hard to script) you get an instant food bonus in one of your cities (a list of your cities will pop up and prompt you to pick a city) along with the usual bonuses.

  • I think we should make the UA emphasize coastal growth. For example:+1:c5happy: in coastal cities. Trade routes with coastal cities produce 1 :c5food: in the capital.
 
Morocco is on the cards...

I actually think just 'Dhow' is better myself, it seems a bit redundant to include anything else, like saying 'Longbowman Archer'

While those ideas are awesome for the UA and UU boost, I'm not sure it it's possible, but I willl definately look into it.
 
All of those UAs are definitely doable in Lua scripting. The UU idea is doable, but only for human players. The AI would not be able to get it to function at all.
 
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