Eli's Civilizations of Africa & The African Diaspora

Eli Khaliif

Somali Modder, not Pirate
Joined
Dec 18, 2014
Messages
157
Location
Mogadishu, Somalia
Hello all, I am an aspiring modder from Mogadishu, Somalia (although I currently live in Winnipeg, Canada) who has been working so far on a couple of new civs centered around Africa and the Diaspora of the African peoples. Without further adieu here are the current civs I am working on as well as civs I can confirm for the future!

(Special Thanks to Scapegrace! These are all her designs!)

Louisiana (Antoine)
Start Bias: Marsh
Capital: New Orleans
UA: Mardi Gras
After your first Golden Age, generate +1 Golden Age point per turn for each turn since your last Golden Age ended. Great People expended within three hexes of the Capital generate a boost of points towards a Golden Age
UU: Krewe (replaces Great Merchant)
May not be expended for a Customs House. However, it may instead be expended for a Doubloon Parade in one of your Cities, which increases its Gold and Tourism output by +50% for ten turns.
UB: Masquerade (replaces Constabulary)
-25% enemy Spy Effectiveness in the City in which it is built. Additionally, Great People are earned +5% faster in all Cities for each Masquerade in the Empire, and Specialists in the City generate +2 Gold.

Sierra Leone (Thomas Peters)
Start Bias: Coastal
Capital: Freetown
UA: Realm of the Free
Liberated cities of other civilizations provide an additional delegate to the World Congress. Liberated City-States provide a point towards a Great Person of your choice.
UU: Krio Musketmen (replaces Musketmen)
Gains a combat bonus while stationed on jungle tiles adjacent to coasts, unlike the Musketmen which it replaces.
UB: Bode Ose (replaces Zoo)
The Bode Ose is the unique replacement for the Zoo. Only Sierra Leone may build it. Unlike the Zoo, it provides an additional 2+ Gold per turn and 5+ Happiness per turn.

The Xhosa (uXhosa)
Start Bias: Plains
Capital: Mthatha
UA: Ubuntu
Conquered Cities spend 1 turn less in Resistance for every Xhosa City connected to your Trade Network. Upon the birth of a Citizen, start a 5-turn WLTKD in a randomly selected Xhosa City.
UB: Umzi (replaces Stable)
Does not specifically require Horses, but grants +1 Food from Animal Resources (Cattle, Sheep, Deer, Bison, Horses, Ivory, Furs) and grants a +15% bonus to Land Unit Production instead of just Mounted Units.
UU: Buto (replaces Rifleman)
Faster and stronger than the Rifleman it replaces (40 vs. 34), the Buto also starts with Charge and the unique promotion "Gcugceka", which grants a boost of Food in the nearest Xhosa City upon Pillaging a Farm or Pasture tile.

The Bahamas (Lynden Pindling)
Start Bias: Coastal
Capital: Nassau
UA: Red Bays Haven
+5% Growth in Coastal Cities for each Major Civilization at war with another that is not The Bahamas. Cities generate +33% additional Culture per turn while constructing Work Boats and Cargo Ships.
UU: Volunteer Force (replaces Great War Infantry)
When a Volunteer Force is completed or an existing unit upgraded to one, the closest City receives a +33% Production and Growth bonus for the next three turns, and upon the enactment of a Peace Treaty, the Capital generates +10% Culture for every Volunteer Force garrisoned in a Bahamanian City for the duration of the Treaty. The Volunteer Force, unlike the GWI it replaces, begins with the unique promotion "The Gallant Thirty", which allows all adjacent units to generate Culture per turn while defending in foreign territory. Upgrades to Infantry.
UB: Flying Boat Hangar (replaces Hotel)
In addition to the benefits of the Hotel it replaces, the Seaplane Dock also extends the length of potential Trade Routes by 50% and grants +2 Culture and Tourism for each Bonus, Strategic, or Luxury Resource within workable range of the City in which it is built. It also provides +10% bonus Production for Air and Naval Units.

Cameroon (Ibrahim Njoya)
Start Bias: Jungle
Capital: Foumban
UA: Shu Mom
The Palace, in addition to its slot for a :greatworks: Great Work of Art, also has a slot for a Scientist specialist. Specialists generate +1 of their primary yield for each Building generating that yield.
UB: Basel Mission (replaces Factory)
Only grants +2 and +25% Production, unlike the Factory it replaces. However, it contains a Scientist Specialist slot as well as 2 Engineer Specialist slots, generates +1 Faith for every Specialist worked in the City in which it is built, and does not require Coal.
UU: Bamumite (replaces Great Scientist)
Rather than an Academy, the Foumban Sultan can be expended to create a Palast, which yields 3 Production and Gold in addition to the normal 8 Science. +2 Science at Scientific Theory and Atomic Theory. +1 Production at Architecture and Railroad. +1 Gold at Banking and Biology. +4 Science from New Deal tenet.

Gaza (Soshangane) ---> Note this is referring to the Gaza Empire, not the Gaza Strip
Start Bias: Grassland
Capital: Manjakazi
UA: IsiShangane
After fully annexing a foreign City and connecting it to your Trade Network, both that City and the Capital generate +20% Culture. Courthouses generate additional Culture per turn and Hurry Production in the Capital upon completion.
UU: Mavulandlela (replaces Lancer)
Unlike the Lancer it replaces, the Mavulandlela does not constitute a Mounted Unit and does not require Horses, though it retains the Formation I promotion and the base movement of 4 (both of which are retained upon upgrading). Instead, it has the unique promotion "Open The Road", which grants adjacent units a +33% Combat Bonus if they attack the same target as the Mavulandlela. Upgrades to Rifleman.
UU: Maviti (replaces Great Engineer)
Upon expenditure, the Maviti automatically connects the city in which it is expended (or the one closest to it) to your Trade Network, and increases the Culture output of Connected Cities by +10%.

Namibia (Henrik Witbooi)
Start Bias: Coastal
Capital: Windhoek
UA: Giraffe Leg
Incoming and Outgoing Sea Trade Routes generate +2 Gold for each non-coastal Namibian City connected to your Trade Network. +1 Gold and Production from Resources on Hill Tiles.
UU: Oorlam (replaces Lancer)
Unlike the Lancer it replaces, the Oorlam does not require Horses or count as a Mounted Unit and retains the Pikeman's +50% Combat Bonus against Mounted Units as well as Formation I. In addition to this, the Oorlam generates Gold per Kill and starts with the unique promotion "Khoikhoi Commandos", which grants them double movement and a +33% bonus against slower Units on Open Terrain - useful, considering their Base Movement is only 3. Upgrades to Cavalry.
UB: Rossing Facility (replaces Nuclear Plant)
+5 and +33% Production. Consumes 1 Uranium, but has a chance to turn a pre-existing Mine into a Uranium Mine upon construction. Additionally, all Uranium Tiles in the empire generate +1 Gold and grant a +5% Gold bonus for outgoing International Trade Routes to the closest Namibian City.

Congo (Patrice Lumumba) ---> With art by the great Janboruta!
Bias: Jungle
Capital: Kinshasa
UA: Of Glory and Dignity
Generate +1 Culture (and +1 Tourism after Radio is researched) for each City State whom you Pledge to Protect. Gain +1 Production in the Capital for each Friendly City-State.
UU: Mbudye (replaces Great Writer)
Mbudye's can be expended for Great Works of Writing, unlike the Great Writer which it replaces, they can also build the unique improvement, the Luba Shrine.
UU: Mai-Mai (replaces Great War Infantry)
Gains an offensive combat bonus while stationed on jungle tiles, unlike the Great War Infantry which it replaces.

Future plans for civs: Ethiopian Civ Pack (Aksum, Semien, and more!), Jamaica, Angola, Rwanda, Burundi, Algeria, Saba, and more!

In the Works:
 
I'm very happy to see your thread finally pop up! Feel free to talk to me about anything regarding the design of your OP! As always I'm excited for Lumumba but also many of the others! Good luck and hopefully we can both grow into civ mod powerhouses soon.
 
Finally, we really needed a good African Civs pack in the community, I kinda expected more precolonial kingdoms though...

Thinking about the Xhosa, wouldn't the UA basically give you an almost permanent We love the King Day everywhere? After all those increase the rate of birthing, which here means they'd provoke even more WLTKDs, being an unending cycle...
 
Sierra Leone is nearing completion, I've encountered many bugs though. I'm hoping to have it out before the summer. The Louisiana Creoles will probably be after that, I've got a leaderscreen already, but TPangolin is patching it up for me. DR Congo should be sometime in the summer. I'm on Jan's waiting list until June for leader art.
 
Finally, we really needed a good African Civs pack in the community, I kinda expected more precolonial kingdoms though...

Thinking about the Xhosa, wouldn't the UA basically give you an almost permanent We love the King Day everywhere? After all those increase the rate of birthing, which here means they'd provoke even more WLTKDs, being an unending cycle...
Many of these civs are pre-colonial based with post-colonial names. Such as Cameroon under Ibrahim Njoya and Namibia under the Nama King Hendrik Witbooi.
 
So it is. Wow, color me impressed.

Most of the civs read really powerful or at least read as if they have very abusable features, but I believe those can be hammered out in the process.
 
I am hype for your releases!
 
First of all:
Very nice ideas overall!

Here is my 2 cents worth of commentaries:
Spoiler :
Louisiana (Antoine)
UU: Krewe (replaces Great Merchant)
May not be expended for a Customs House. However, it may instead be expended for a Doubloon Parade in one of your Cities, which increases its Gold and Tourism output by +50% for ten turns.

Holy coincidence, batman. I have an unit that is almost exactly the same. :lol:
UU: Lion’s Coin - Replaces the Great Merchant. May not build Custom Houses, but may be expended in a City to create a 5-turn Sun Quest Festival


Sierra Leone (Thomas Peters)
Start Bias: Coastal
Capital: Freetown
UA: Realm of the Free
Liberated cities of other civilizations provide an additional delegate to the World Congress. Liberated City-States provide a point towards a Great Person of your choice.

One point towards a Great Person is very little for the amount of effort to liberating a City-State, don't you agree?

UU: Krio Musketmen (replaces Musketmen)
Gains a combat bonus while stationed on jungle tiles adjacent to coasts, unlike the Musketmen which it replaces.

Isn't this too specific? Jungle tiles AND coastal, specially considering the last Unique Unit in this list.


The Xhosa (uXhosa)
Start Bias: Plains
Capital: Mthatha
UA: Ubuntu

Awesome. Now I know where the distro's name came from. :lol:

UU: Buto (replaces Rifleman)
Faster and stronger than the Rifleman it replaces (40 vs. 34), the Buto also starts with Charge and the unique promotion "Gcugceka", which grants a boost of Food in the nearest Xhosa City upon Pillaging a Farm or Pasture tile.

If you need the code for the second part, I can provide it to you (like, right now). I use a similar method in my WBC-Barbarian civ


The Bahamas (Lynden Pindling)
Start Bias: Coastal
Capital: Nassau
UA: Red Bays Haven
+5% Growth in Coastal Cities for each Major Civilization at war with another that is not The Bahamas. Cities generate +33% additional Culture per turn while constructing Work Boats and Cargo Ships.

What about:
"While at Peace Coastal Cities have +5% Growth for each Major Civilization at war."

I understand it makes it a bit different, but otherwise you could've a huge Growth percentage (even 100%!!).


UU: Volunteer Force (replaces Great War Infantry)
When a Volunteer Force is completed or an existing unit upgraded to one, the closest City receives a +33% Production and Growth bonus for the next three turns, and upon the enactment of a Peace Treaty, the Capital generates +10% Culture for every Volunteer Force garrisoned in a Bahamanian City for the duration of the Treaty. The Volunteer Force, unlike the GWI it replaces, begins with the unique promotion "The Gallant Thirty", which allows all adjacent units to generate Culture per turn while defending in foreign territory. Upgrades to Infantry.

This is a whole lot of abilities for just one unit. And it's me saying it, the guy who can't make a Civ with just 3 Uniques most of the time. :lol:


Cameroon (Ibrahim Njoya)
Start Bias: Jungle
Capital: Foumban
UA: Shu Mom
The Palace, in addition to its slot for a :greatworks: Great Work of Art, also has a slot for a Scientist specialist. Specialists generate +1 of their primary yield for each Building generating that yield.

The Specialist stuff seems pretty overpower.
You would have - potentially - EACH Scientist making 7 Science, Engineers producing 16 Production and Merchants generating 6 Gold and each of the THREE Culture-related Specialist generating 11 Culture, for a whooping possible total of 27 Culture.

You can be the best in any area you want, at any point, by just focusing the city.


UB: Basel Mission (replaces Factory)
Only grants +2 and +25% Production, unlike the Factory it replaces. However, it contains a Scientist Specialist slot as well as 2 Engineer Specialist slots, generates +1 Faith for every Specialist worked in the City in which it is built, and does not require Coal.

I think this 'Only' was somehow tongue-in-cheek. +25% Prod is VERY powerful.


Gaza (Soshangane)
Awesome design. Really awesome.
Just a bit worried about the possible stacking issue with the amount of Great Engineers you can have in a normal game.
 
Wow. Those are some plans, Eli.
Finally someone focuses on scapegrace. Now I can fill the map. :)
 
So for an idea of where I'm at. Sierra Leone is close to completion, but there are ALOT of bugs. The DOM screen isn't showing up, neither is any of the text or the voice over for the DOM. The unique units and buildings aren't showing up in-game either, and the decisions aren't showing up, instead decisions from Victor Emmanuel's Italy are showing up in lieu of the special ones I had for Sierra Leone. The Creoles have a leaderscreen that is currently being patched up by TPangolin. Also there are a couple of civs that I am planning, but don't have full designs for. I have a full design for Marcus Garvey's Jamaica and Halaf al-Hadim's Malta but have yet to post them. I also have plans for an Ethiopian Civ Pack, in which Haile Selassie will remain leader of Ethiopia, but will have some of his uniques spread to other civs such as Aksum and Semien.
 
Would the plans for Rwanda and Burundi be close to the ones Scapegrace posted in the request thread once upon a time ago? (I mean, I can hope, right? :p )
 
Personally I'd like to see an Espionage centered Garenganze, but I suppose that can wait. :)
 
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