Natan35
Mayor of St. Natansburg
Why won't you just split it? You would do this anyway, no?
Saadi Morocco:
Leader: Ahmad al-Mansur
Unique Ability: Gateway to Africa: Receive +3 Gold and +1 Culture per trade route with a Civilization or City State. Trade Route owners receive +2 Gold for each trade route sent to Morocco.
Unique Unit: Black Guard: Replaces Musketman: Unique Promotion allowing them double movement rate through desert tiles. If Unit is stationed in city owned by you, receive +2 Gold per turn and +1 Happiness.
Unique Improvement: Kasbah: Requires Chivalry: +1 Food, +1 Gold, +1 Production as well as a +50% defensive bonus. Can only be built on desert tiles and not adjacent to each other.
Capital: Marrakech
Alaouite Morocco (or Rif Republic)
Leader: Hassan I (Alaouite)/Abd el-Krim (Rif)
Unique Ability: (Alaouite) The Alaouite Modernization: +1 Science for every Desert tile you own in your empire. For every turn during your Golden Age, gain a science bonus equivalent to 25% of your science output, increasing to 50% upon completion of the Rationalism social policy.
(Rif) Rif War: All units move through desert tiles as it is were roads. Upon defeating enemy units, units are healed equivalent to half the killed unit's combat strength.
Unique Unit: Berber Cavalry: Replaces Cavalry: Combat Bonus in desert tiles and on its owner's territory.
Unique Building:: Ksar: Replaces Castle: In addition to health and city strength boosts, provides +1 gold for every 3 citizens in the city it is built, as well an additional +1 Gold and +1 Culture (+1 Science for Alaouite Morocco) for both you and for the trade route owner per each trade route sent to the city.
Capital: Fez (Alaouite)/Ajdir (Rif)
That's not the half that worries me, it's the +1 Science from Desert tiles, with a Desert bias the civilization will shoot up real fast really soon. It'd be a snowball that's impossible to stop.
Kingdom of Morocco
Mohammed IV
Qaidization
Great Generals when stacked with Military Units during War grants +5 Gold for every Experience level earned. 50% of the Gold acquired from Trade Routes is converted into Production toward Military Units in the target City.
al-Muhandisin
Along with the usual defensive bonuses it provides +1 Science for ever Military Unit in training and may grant Gold upon reaching Peace. Military Buildings built in this City cost no Maitenence unlike the Arsenal it replaces.
Berber Cavalry
Recieves an additional Experience (+5) for every Declaration of War you currently have. when stationed in Friendly Territory it receives an additonal Experience boost. May move through Mountainous Terrain as well as Desert much faster unlike the Cavalry it replaces
French Morocco
Hubert Lyautey
Maker of Morocco
Puppet Cities you control do not have Cultural or Scientific Penalties however Annexation time is much longer. Wounded Units may fight as if they were full Strength if they are in Enemy Territory.
Goumier
Much cheaper to train it gains +2 Movement in friendly or neutral Territory. May pillage tiles without Movement Peanlties and ignore Enemy ZOC unlike the Great War Infantry it replaces
Sharifian Court
Slightly more expensive to construct it grants +2 Gold. +2 Culture per every Puppet City you have connected to the City and has 1 Great Work slot unlike the Museum it replaces.
Post-Colonial:
Err... how come the precolonization Morocco ended up having the Askari? Shouldn't it have the Blackguard instead? (or the Berber Cavalry)
Mohammed IV invited a group of Tunisian officers who had served in the Ottoman army to raise and train the first European-style regiment, the askari, as a supplement to the usual palace guards (abid) and tribal troops (ghish and nu'aib). Muhammad IV set up the madrasa al-Muhandisin, a military engineering school in Fez
(Unless you build an insane wide empire but than you'll have other problems to deal with).
ANDEAN DECISIONS:
+2 Culture from Shrines
Gain Gold and Silver in the Capital
BANTU DECISIONS:
+10 EXP for all starting units
+1 Movement for settlers
BHARATA DECISIONS:
+2 Faith from Shrines
+2 Culture for every Religion in the City
CENTRAL DECISIONS:
+2 Culture from Granaries
Religious Pressure is doubled in all Cities
CLASSICAL DECISIONS:
Free Garden in the Capital
+20% Gold from City Connections
COLONIAL DECISIONS:
Cities celebrating WLKTD generate +25% :C5gold: Gold
Coastal cities automatically estabilish City Connections to the Capital
EASTERN DECISIONS:
+1 Faith from Barracks, Armories, Walls and Castles
Gain Faith from building Units
ISLAMIC DECISIONS:
+2 Trade Routes
+1 Happiness for every unique Luxury
MANDALA DECISIONS:
During Golden Ages, Gold Gifts to CSes grant +50% more Influence
+2 Culture from Universities
MESOAMERICAN DECISIONS:
+1 Food from Plantations and Lakes
+1 Production from Jungle Tiles
NORTHERN DECISIONS:
Gain Culture from Building Units
Units gain +20% more Strength while attacking
OCEANIC DECISIONS:
+2 Culture from Workboats and Atolls
Movement is doubled when on Coast Tiles
ORIENTAL DECISIONS:
+2 Science from Shrines and Temples
Workers work 50% faster
SAHUL DECISIONS:
+1 Culture in a city for every 6 plots owned
Borders expand 50% faster
SEMITIC DECISIONS:
+2 Faith in all cities
+1 Vision for all Gun and Melee units
SOUTHERN DECISIONS:
Cities with Wonders produce 25% more Culture
+30% of Culture from Wonders, Great Works, Artifacts and Improvements is transformed into Tourism
STEPPE DECISIONS:
+1 Production and +1 Culture from Pastures
Gain additional Gold from capturing Cities
TOTALITARIAN DECISIONS:
Great Generals are born 50% faster
Gain Tourism upon the birth of a General
TRIBAL DECISIONS:
+1 Food from Camps
Gain two Furs resources in the Capital
WEST-AFRICAN DECISIONS:
+1 Gold from Mines
Trade Routes generate more Gold for every Mine being worked
WESTERN DECISIONS:
Cities with the East India Company generates +25% Gold
Golden Ages last 50% longer