Age of Imperialism

I have something:
Decision: Build Taleh

Costs: 2 magistrates, 1000 :c5gold: gold. Must be at the industrial era, and must have been at war at least one time.
Effects:
• +1 :c5production: production from engineer specialists in the capital
• +25% building :c5production: production towards buildings in the capital
• free barracks, armory, walls, castle and arsenal at the capital.
 
Change:
Decision: Fortify the Dervish capital

Requirements: 2 magistrates, 1500 :c5gold: gold.

Effects:
• engineer specialists increase building :c5production: production by 5%.
• free castle, armory, barracks, walls and arsenal at the capital.
• +2 :c5production: production from manufactures and forts in the capital.
 
I'm at work right now but have a weekend coming up, what text do you need?
 
Wow. 22:45. Also, nice title...
 
What 'bout my idea?
 
OP updated with the 'new' Dervish State design:

The Dervish State

Mullah Hassan

The Horn Resistance
+1 :c5food: Food and +1 :c5faith: Faith from Forts and Citadels. Upon starting on Forts or Citadels units receive 25% less Defense but may attack an additional time.

Maara-weyn
May fortify and receives bonuses from defensive terrain, unlike the Cavalry it replaces. Generates Great Generals faster.

Muqaddim
Has 2 more Movement than the Great General it replaces. When garrisoned in a city, it prevents it from being converted by Missionaries or Great Prophets.

Should've posted this one ages ago. :rolleyes:
 
DOM and Pedia entries.

Question: shouldn't his name be Abdullah Hassan? Mullah is a title, I believe.

DOM:

As-salamu alaykum, Mullah Assan. You have once again risen up to lead the Dervish State against all foreign powers. The people have united under your banner after your calls to come together against other civilizations which threaten them. Your religious fervor and military might are both forces to be reckoned with, and woe to any who challenge you or your people's determination.

You once united the people of the Horn of Africa and held off both the British and Italians from claiming your land. The Dervishes were the only Africans to withstand the Scramble for Africa. Your neighbors, the Ethiopians, were also unable to challenge your forces and take Dervish land.

A known orator, you were able to find alliances with the Ottomans and the Germans. But it wasn't until the British, freed from the conflicts of World War I with your former allies, were able to topple your power by using their aircraft.

Mullah Assan, will you lead your people to victory again? Will your cavalry sing the dhaanto as they ride into battle against your infidel enemies? Can you lead a civilization that will stand the test of time?
 
Yeah, I usually lean toward naming people (or peoples) closer to how they wanted to be identified, rather than how others defined them. Your team's mod though.

Glad you like the DoM!
 
Somalians speak Arabic?(as-salam alleycum)
Also, +1 food and faith is not enough... maybe, extra yields if a unit is stationed on them.
 
Now, think what's the problem with that claim.
(Tip: remember the game advances, and the purposes of those improvements)
 
The trait is supposed to make you inclined to use the fort more, though, and the trait itself makes forts even better for defence than before. You should have a lot of units as the dervish, because they are a militaristic civ, and so you can occupy all of the forts and citadels.
 
I'm afraid to end up like them.:shifty:
 
I disagree, I'd even argue the trait may be a bit overpowered. After all, you can build Forts and Citadels everywhere.

I wouldn't say they're overpowered, but it is still pretty useful. It basically just turns forts/citadels into farms (without the bonus food from civil service/fertilizer) with an additional faith to top it off. Citadels also receive those bonuses from ideology tenets as well don't they? (or was it a world congress proposal?) So the UA acts as a buff to those bonuses and makes them viable to work.
 
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