Age of Imperialism

Hrhm... Dervish State Civ:

Mohammed Abdullah Hassan
UA: Trade Winds: +1 Great Writer Point in the Capital from each Active Trade Route. +5% Combat Strenght and +1 Faith from each owned Great Work of Writing.
UU: Dervish: Replaces Cavalry. Forces enemies to retreat and gains Faith equals to the full combat strenght of defeated units.
UB: Ksar: Replaces Castle. +1 Faith from each Trade Route coming and going from the City. +1 City Strenght and +5 Health from each Follower of your religion.
 
We already have a thought out idea for the Dervish, but thanks for the input. Might somebody tell me about the great writer aspect of the Dervish state? I so far haven't run into that info and it sounds interesting!
 
Well, they basically wrote war and peace poems. I have an event idea:

a poem written

One of our best songwriters wrote a poem representing the current war. It has became popular, and we scould benfit from.it What shall we do?

The poem shall be spread amongst our military, and inspire them for war!(all military units receive a 20% :c5strength: combat bonus for 10 turns, and great general generation is doubeled during that time)
The poem shall become a part of our culture, and should be taught in our schools.( gain 300 :c5goldenage: golden age points, and gain 10 :c5culture: culture per every scientific building in the empire)
this is distracting our people. We should focus on building our military. They can hear this song while building forts.( lose 200 :c5culture: culture, but gain a free great work of writing slot and a :greatwork: great work of writing. :c5happy: Happiness is increased by 5.)
Praise the creator! He shall become a symbol of the dervish culture!(gain a great writer, that also provides :c5strength: combat boost to adjacent units.)
 
The Dervish State period brought forward some of the greates poets of Somali hisotry - including Hassan himself (that is actually what he is most known for over there, I think). Poetry is also pretty important to Somali history - after all, it has been called 'The Nation of Bards'. What surprises me the most about Hoop Thrower's design is the Trade Route focus.

EDIT: Wow, Ninja'd by Natan... again...
 
We cannot forget Somalia's important position on the trade routes that connected Africa with Asia, not to mention a big part of the Dervish State's history is marked by their access, or lack thereoff, of important trade routes from ports to the interior, and from ports to the world.
 
Ooo! That's mine idea for the dervish:

UA: Nomadic borders
During war, units may enter the territory of neutral civilizations. Forts provide 2 :c5production: production, and 1 :c5culture: culture if not at war. Units stationed in forts\neutral territory heal 5 HP per turn.

UU: Maara-weyn
Replaces cavalry. Receive extra :c5strength: strength in desert tiles(4). Upon clearing a barbarian encampment, gain triple amount of gold and heal 10 HP.

UU:Muqqadim
Replaces great general. The Muqqadim has more :c5moves: movement then the great general, and increases the pressure of your main religion while stationed in a city. It also increases the flanking bonus that units adjacent to him provide by 33%.

I also have idea for a very unique decision:

Redirect the trade routes
Requirements: player must have at least one free :trade: trade route slot, must have at least one occupied coastal city connected to the capital, must have researched military science and industrialization.
Costs: 2 magistrates, 500 gold.
Rewards:
Trade routes to civilizations you have research agreement with increase military unit :c5production: production by 10%, and the XP land units trained in the city gain by 10(up to 50%\30 XP). Trade routes to occupied coastal cities provide double amount of :c5science: science( amount of science gained that way can't exceed the base science output of the city).
 
So we should include a trait that represent something for a Civ which has a historical lack of said trait :crazyeye:
We are talking about the Dervish state here not a Somalian Civ. Maybe that Civ will once happen in the future, but keep in mind the focus of this project which is the era of Europe's neo imperialism.
 
I don't know about the regular uniques, but what about a decision regarding the dhaanto?

Something like costs 1 Magistrate, 1 Great Musician, provides +15% (or something) to all your Mounted (later Armor?) units?
 
I actually thought about referencing the dhaanto from the start, but discarded it in favor of cyclisism... yeah, that may be good for a Decision.

Also thank you all for suggesting concepts. Even though they most likely won't end up in the final mod, it's always good for inspiration.

Also, the Muqqadim will be replaced by the Qalcad, which replaces the Military Base.
 
Effects\ description?
 
I actually thought about referencing the dhaanto from the start, but discarded it in favor of cyclisism... yeah, that may be good for a Decision.

Also thank you all for suggesting concepts. Even though they most likely won't end up in the final mod, it's always good for inspiration.

Also, the Muqqadim will be replaced by the Qalcad, which replaces the Military Base.

It's gotta be a pretty damn good bonus because, honestly, who ever bothers to get all the way to Military Base?
 
Well, it could be changed to the arsenal which would make it less historically accurate. But really, is a late era building that bad, all the WWII Civs seem to do just fine with them. Either way don't worry about the effects, they are worth it :)

Edit: yeah I admit I play also with extended Eras and never get to the modern era (mostly due to crashes). But I don't see the point of picking a Civ with specials for a certain era and not playing in that era. When I play Stalin for instance I make sure I start at least in the Renaissance, besides you get the cavalry UU in the Industrial era, which is one era before the modern one, I don't really see the problem (not that we are not willing to change it though ;)).
 
The Problem is not so much that it's a late era building, but that it's the last of a long sequence of mostly useless buildings that require each other to be built-
 
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