The Jkchart Indigenous People Improvement Suggestion Series - Part 1, Sub-Saharan Africa

Jkchart

Emperor
Joined
Jul 13, 2016
Messages
1,435
Location
Texas
Technically this is a Part Two (if you've seen my Navajo post, also linked), but this will be Part 1 to that "part zero" until I can flesh out some additional details I have for a full complementary set of Native North American civilizations.

The reason why I am doing this is that I felt that there were some under-represented parts of the world (particularly in the modern age), so I wanted to make some designs to show both the flexibility of the current Ages system, as well as to bring attention to some good candidates for players and the dev team that they may not be considering (or may very well be, and in that case I am joining the chorus for their inclusion!). I know that through the lifecycle of the game we will get a greatly expanded set of civilizations, and while this game has managed to do something past Civ games did not (i.e. look at how focused Civ 7 is at the start on Asia as compared to Europe regarding the Civ selection, and I absolutely laud the choices and continued attempt to move away from a Western focus), it is still missing a lot of choices in certain regions. In particular, the areas I wanted to create a series on were Sub-Saharan Africa (how this project started), North America (particularly the Native Americans/First Nations), South America, and (oddly) the Middle East. While I know that the Middle East will get fleshed out quickly, I may produce a set for some civs I'd like to see there, but I certainly would like to see the often-ignored Central Asia finally get its due, so that will probably be the fourth post in my series. So that will be probably five sets of three civilizations each, but I may add more if I feel inspired.

So, what is the current state of African representation in game?
We have a total of five civilizations that can meet this standard in my eyes: in Antiquity we have Aksum, Carthage (DLC), and Egypt, which is a pretty fair selection for the first era. The problem becomes the Exploration and Modern ages each having one choice for Africa in total (Songhai and Buganda respectively), which simply feels like not enough for such a large continent. So, I set to work these past couple of weeks on-and-off developing some choices. This set managed to produce two rough lines, one on the western side of Africa, and one on the eastern, though I focused less on lineage and cultures/states/empires that I thought were interesting and new, precisely because a newer culture has a bit more room for free design space (and I like learning about new places). With that preface, I'll stop blabbering about my intent and get started.

The Antiquity Age - Wagadu (ancient Ghana)

Why this civ? Trying to find details on older African civilizations can be difficult due to a reliance on oral tradition over a lack of contemporary writing sources, but Wagadu was the first true regional power and Empire in Sub-Saharan Western Africa with the revolution of the Camel being introduced to the region allowing them to dominate trade. It also segues into the Songhai civilization geographically and helps the player roleplay that particular lineage a bit better. I opted for the traditional name Wagadu instead of the name "Ghana" because the "Ghana" is the ruler of the civilization and Wagadu is the proper name (it also opened up a bit more design space you will see below). Their theme is about expansion and trade networks, with a secondary Influence theme.

Design note: why Antiquity? The time period is imperfect, but a rough estimate of Wagadu's existence is from 100 CE to a bit past the 13th century CE. In Humankind, Wagadu/Ghana is Medieval, which is appropriate, but I didn't find Wagadu appropriate for the mechanics of the Exploration age in Civ 7. So, I decided to put them here analogous to how Khmer are in Antiquity, though I feel this is even more appropriate of a fudging of the timeline. It also gives us a nice West African lineage (well, two parts of it) to have something here. It could also nicely lead into Mali if that ever happens in Civ 7 (unlikely) or other West African cultures.

Disclaimer: None of my numbers are based on calculating anything RE: the current game state, they are intended merely to present the civ as a complete package and are not always used consistently.

Capital: Koumbi Saleh
Attributes: Economic, Expansionist (design note: I picked the latter trait due to the large empire/vassals it had, but toyed with Diplo and scrapped it in favor of making my Modern choice Economic/Diplo)
Ability: Kings of Gold - Trade routes to City States provide +1 Influence in Cities. Trade routes to other Civilizations provide +1 Resource Capacity in Cities.
Start Bias: Desert, Plains, Salt, Camels (design note: might be too many)

Unique Civics:
Salt Trade: Tier 1 - +1 Gold on Mines, increased to +2 Gold if it has a resource. Unlocks the Merchant’s Quarters unique building. Unlocks the Camel Caravans tradition, providing +5 Trade Route Range over land and +1 Resource Capacity in Settlements. Tier 2: Adds 100% Production or Gold towards producing Merchant units. Adds +1 Happiness on City and Bonus resource tiles in Settlements. Unlocks the Sahelian Trade Dominance tradition, adding +1 influence on all road connections, increased to +2 in Hub Towns.
Ownership of All Gold: Requires Salt Trade. Unlocks the Nyamakala unique building. Adds gold for every filled resource slot in a Settlement. Adds 50 gold and 25 influence per age every time another player starts a trade route to your civilization. Unlocks the Gold Tax tradition adding +100% Gold yields from trade routes.
Kafu: Requires Salt Trade. Adds influence on the Capital for every resource slot filled. Adds extra gold, culture, and influence on the palace. Unlocks the El-Ghaba wonder. Unlocks the Vassal Kings tradition, giving +50% Influence towards actions started on City States you are suzerain of.

Unique Units:
Horon: (Tier 2 Cavalry replacement) - Bonus Combat Strength fighting on Desert or Plains tiles. Adjacent enemy Cavalry units suffer a Combat Strength penalty. (Design note: the name of the unit is taken from the Mande/Soninke language word for Freeman, of which West African militaries were made up of, and the unit is a Camel Warrior and reference to the impact of camelry; I would love a better word).
Ghana (Great Person) Can only be built in the Capital once it has reached a set Population, and the specific Ghana received is random. List of Ghana units:
  • Kaya Magan Cisse: Activated on the Palace to add Gold to the Building.
  • Bassi: Activated on an altar to begin a Celebration.
  • Tunka Manin: Activated on a Gold building to receive a large amount of Gold.
  • Dyabe Cisse: Activated on an Independent People's tile to immediately make it into your Suzerain City State and starts a trade route to your Capital, if able.
  • Soumaba Cisse: Activated on an Independent People's tile to immediately make it into your Suzerain City State and start a Celebration.
  • Diara Kante: Activated on the Palace to begin a celebration.
  • Kambine Diaresso: Activated on a Gold building to add Happiness to the settlement.
  • Bannu Bubu: Activated on the Palace to add Happiness to the building.
  • Magan Wagadou: Activated on an Altar to receive a large amount of Gold.
  • Birana: Activated on an Independent People's tile to immediately make it into your Suzerain City State and add a large amount of Influence.
(Note on Ghana unit design: I tried to be historically inspired with each ability as I was able)

Unique Infrastructure:

Suguba: Wagadu quarter created by putting the Nyamakala and Merchant's Quarters in the same tile. Adds Gold and Culture for every filled Resource slot in the city. (design note: yes, I am stealing this word/district name based on language and needing a word for this):
Nyamakala: Adds Gold. Adds production for each adjacent quarter and resource. (Design note: this is a type of community of craftspeople, trying to find lots of terms was difficult for me; I also added the production bonus as a reference to the craftspeople doing their hard labor and to vary up the Civ a tiny bit).
Merchant's Quarters: Adds Gold. Adds Influence for each adjacent quarter and wonder. (Design note: again, terms are hard, and "Foreign Merchant's Quarters" was even longer).
(Design note: This was a tough one to do, but I didn't want to do an improvement since Songhai already has a trade improvement. Originally El-Ghaba was the Quarter, but instead I based this off of the other half of Koumbi Saleh being a "large business district". The Nyamakala came about entirely by accident, but I was glad to find something in all of my reading that I could use, and I liken using this term to how Ulema is the district for the Abbasids).

Associated wonder:
El-Ghaba: Receives all of the yields of the Palace. Adds a large amount of gold, and a small amount of influence on the palace per turn (and therefore, itself) and adds 100 influence when built.

Other Antiquity African civs I toyed with: the Urewe culture in the Great Lakes region (the Kitara Empire is too legendary I decided), Nubia (because they're cool, and I also toyed with an Exploration age Nilotic civilization), and the Bantu (which would be a very broad blob, but would fit with lots of Central and Southern African cultures for lineage purposes).
 
Last edited:
The Exploration Age - Adal Sultanate

Why this civ?
I was fairly surprised with how much easier it was for me to research Adal with my current internet methods as opposed to the original contender of Ajuraan. I considered Mogadishu as well, but didn't want to do ANOTHER trade civ (especially considering my Modern choice for this series), and I could have done Abyssinia/Ethiopia, but am waiting for a modern Ethiopia (though medieval Ethiopia deserves to be in the game as well). It was really fun to play with a very different culture mechanically and thematically, and the warlike Adal brings more of a cultural edge to gameplay than Songhai's trade and militarism. Plus, Medieval/Early Modern Somalia is super interesting, so I decided to spotlight them since I was trying to branch out with my choices.

Disclaimer: None of my numbers are based on calculating anything RE: the current game state, they are intended merely to present the civ as a complete package and are not always used consistently.

Capital: Dakkar
Attributes: Cultural, Militaristic
Ability: Futūḥ Al-Ḥabaša - Land Combat units and Army Commanders starting their turn in enemy territory get +1 Movement. Army Commanders get +50% XP from Combat. EDIT: Your Holy Site cannot be converted and gets +15% Happiness and Culture yields.
Start Bias: Desert, Rough, Coast

Unique Civics:
Commitment to Conversion: Unlocks the Great Mosque of Harar wonder. +1 Happiness and Culture on Quarters in Settlements that follow your religion. Provides +50% Production towards training Civilian Units. Unlocks the Somali Fervor tradition, providing +10% Culture and Happiness in Settlements that follow your religion. Unlocks the Macbad unique building.
Foreign Weapon Trade: Requires Commitment to Conversion. Adds combat strength to the Malassay unit. Provides double Gold adjacencies for Coastal tiles. Unlocks the Purchase Foreign Weaponry tradition, which adds 25% Gold towards purchasing Land and Naval Combat Units. Unlocks the Ābat unique building.
Ğihād: Requires Foreign Weapon Trade. Tier 1: 50% production is added towards training units. Converting an enemy Holy Site for the first time awards a relic and adds culture. Unlocks the Zealous Recruitment tradition, providing 50% production towards training units. Tier 2: Commanders earn an extra 50% XP from Combat. Conquering an enemy Holy Site counts as 2 points towards the Non-Sufficient Orbis Legacy Path. Unlocks the Gurey tradition, providing +50% production towards building Commanders.

Unique Units:
Malassay: (Tier 1 Cavalry replacement) - Bonus Combat Strength fighting in enemy or neutral territory. +100% Commander XP from Combat involving a Malassay unit. (Design note: I would prefer this be at Tier 2, but with all Exploration units being at Tier 1, I've also made it Tier 1)
Imaam (Army Commander) Defeating an enemy unit with a unit in the Imaam's command radius, or conquering a Defensible District, converts the Urban or Rural population of the city depending on the tile that enemy unit or Defensible District was placed on. (See https://en.wikipedia.org/wiki/Ahmad_ibn_Ibrahim_al-Ghazi for my inspiration here, and I also reference him with the Gurey tradition).

Unique Infrastructure:

Bari: Adalite quarter created by putting the Abāt and Macbad in the same tile. Acts as a defensible district. Prevents conversion of this Settlement to other religions and adds extra happiness and culture for having this Settlement follow your religion. (design note: "bari" is one of the five gates in Harar, and these have become districts filled with neighborhoods and shrines/temples):
Abāt: Adds Culture. Adds food for each adjacent quarter, river tile, and coastal tile. (Design note: I was originally going to go with "toya" for a neighborhood in Harar, but went with the more specific walled-compound prevalent in these neighborhoods and did a Tenement-type building with a base culture benefit).
Macbad: Adds Happiness. Adds Culture for each adjacent quarter, natural wonder, wonder, and mountain. (Design note: the Somali word for Shrine).

Associated wonder:
Great Mosque of Harar: Adds Culture. Adds Happiness for every Settlement following your religion. +100% Production towards building Missionaries and +100% Gold towards purchasing Missionaries.

Other Exploration African civs I thought about: besides Ajuraan, Mogadishu, and Abyssinia/Ethiopia, Kongo was high on my list to bring back, but also Great Zimbabwe, Alodia, and Mali (the latter unfortunate will likely not appear this iteration, which is okay because I like the Songhai civ just fine!).
 
Last edited:
The Modern Age - Sultanate of Zanzibar

Why this civ
? This one was actually a funny story because it originated with my first attempt at a design for a Modern Middle East Civ since (at the current writing) we had none in that era. The closest to it was the Mughal Empire, and I was interested in adding a Modern Age Omani civilization because I think they are a very fascinating Empire as the only real Islamic overseas Colonial Empire, and they had holdings in India and Africa. It was only through reading more into it that I realized the Modern Age is really when Oman and Zanzibar got split up between two sons of a past Sultan that I realized Zanzibar was the better candidate for the era. And Zanzibar actually does manage to last through the whole era, but as a protectorate state of the UK until the union with Tanganyika.

Disclaimer: None of my numbers are based on calculating anything RE: the current game state, they are intended merely to present the civ as a complete package and are not always used consistently.

Capital: Stone Town (or just Zanzibar, but I went with Stone Town which is already representative of the Zanzibari IP in game)
Attributes: Diplomatic, Economic
Ability: Swahili Coast - Receive an additional trade route slot with all players. All Trade Routes to City States generate a small amount of influence per turn.
Start Bias: Coast, Marine, Spices

Unique Civics:

Zanj: Starting a trade route to another player adds 50 more influence. Other players starting a trade route to you adds 200 gold to you. Unlocks the Web of Trade Routes tradition, providing +2 Influence per active Trade Route.
Plantation Economy: Unlocks the Cloves Plantation unique improvement. All Plantations receive +2 Gold, +2 Food, and +1 Happiness on them. Unlocks the Develop Plantations tradition, which adds 5% Gold in a Settlement per Plantation resource tile it has.
Mij Mikongwe: Requires Zanj and Plantation Economy. Tier 1: Adds 50% Production towards overbuilding buildings. Unlocks the Bait el-Ajaib wonder. Unlocks the Infrastructure Modernization tradition, providing a set percentage of the overbuild cost of a building as Influence when completed. Tier 2: Adds 1 point per turn to the Railroad Tycoon Legacy Path for every settlement with a Clove Plantation that has a trade route to another player’s settlement. Unlocks the House of Wonders tradition, providing 10% production towards wonders and projects.

Unique Units:
Ascari (Tier 1 Infantry replacement) - Bonus Combat Strength for every City State you are a suzerain of. (Design note: I'm aware that Ascari/Askari are also the colonial soldiers of African colonies of European powers, but it is also a local word that simply means "Soldier" and is still used in these regions to refer to some types of servicemembers).
Mfanyabiashara (Merchant): Starting a trade route adds 50 influence and 100 gold. (Design note: the name is simply the Swahili word for Merchant).

Unique Infrastructure:

Cloves Plantation: Adds 2 gold, 1 food, and a Cloves City resource on the tile, which adds additional food and gold to the city it is slotted in. Only one per settlement. Must be built on flat tropical or grassland terrain with a source of fresh water. Cannot be removed once built. Does not remove Warehouse Bonuses on a tile. (Design note: the Cloves resource would likely need a Modern Era variant/rebalance)

Associated wonder:

Bait el-Ajaib: Adds Influence. Adds influence every time a new wonder is built or project is completed, including this one. 10% production towards wonders and projects.

Other Modern African civs I wished to design or see: other than Ethiopia, the Dahomey, Asante, and the Merina Kingdom are at the top of the list. After doing this exercise though I will probably do a separate North Africa series because this has gotten my brain to realize I’m missing some fun ones from beyond Sub-Saharan Africa, too…
 
Last edited:
I think Wagadu is almost a guaranteed civ at this point. It just makes too much sense with what is already in the game, same thing with the Hausa and Swahili.

I would love it if we had 4+ African civs in each era, not counting Egypt. I think the pathways naturally build themselves out, too. Once you have Swahili, you might as well add the Zulu and Madagascar as modern civs. Once you have Wagadu, exploration Oyo and modern Ashanti make a lot of sense for the general Benin region where Akan and Yoruba peoples overlap. And if the Zulu return, why shouldn't they start from a Zimbabwe/Mutapa antiquity civ? And surely we are getting modern Ethiopia, which means exploration Abyssinia or at least Somali/Ajuran is begged for in exploration to tie back to Aksum. And if we have Somali/Ajuran and Swahili in exploration, might as well add Oman. Other arguments could be made for the same piecemeal buildouts of Moroccan/Berber and Chadic regions.

The only African civ that I think will be a pathway stretch, but could reasonably pivot from an exploration Mutapa (or Swahili) and Oyo/Yoruba, is a return of Kongo, which I think would be the biggest flex if the devs built Africa out to that point. In general, this game has a lot of potential to cohere together if given the time to grow its roster.
 
Very good. Wagadu/Ghana is high on my list for Antiquity Africa. I'd also like to see the Bantu and Nok, though I’m not sure if they are viable for Civ7. The Bantu might be, but I’m less certain about Nok. The Kingdom of Ife could perhaps be a substitute for Nok.
 
Excited to see what you cook up
Thank you!

I think Wagadu is almost a guaranteed civ at this point. It just makes too much sense with what is already in the game, same thing with the Hausa and Swahili.

I would love it if we had 4+ African civs in each era, not counting Egypt. I think the pathways naturally build themselves out, too. Once you have Swahili, you might as well add the Zulu and Madagascar as modern civs. Once you have Wagadu, exploration Oyo and modern Ashanti make a lot of sense for the general Benin region where Akan and Yoruba peoples overlap. And if the Zulu return, why shouldn't they start from a Zimbabwe/Mutapa antiquity civ? And surely we are getting modern Ethiopia, which means exploration Abyssinia or at least Somali/Ajuran is begged for in exploration to tie back to Aksum. And if we have Somali/Ajuran and Swahili in exploration, might as well add Oman. Other arguments could be made for the same piecemeal buildouts of Moroccan/Berber and Chadic regions.

The only African civ that I think will be a pathway stretch, but could reasonably pivot from an exploration Mutapa (or Swahili) and Oyo/Yoruba, is a return of Kongo, which I think would be the biggest flex if the devs built Africa out to that point. In general, this game has a lot of potential to cohere together if given the time to grow its roster.
Clearly I hope so, otherwise I wouldn't have done this series!

While I'm limiting this to about 1 per era, I've toyed with many more, so I hope you tune in for the other parts. Also, the Exploration post IS up, and you may be pleased. :)
 
Very good. Wagadu/Ghana is high on my list for Antiquity Africa. I'd also like to see the Bantu and Nok, though I’m not sure if they are viable for Civ7. The Bantu might be, but I’m less certain about Nok. The Kingdom of Ife could perhaps be a substitute for Nok.
I think both could be included with the right design!
 
I think Wagadu is almost a guaranteed civ at this point. It just makes too much sense with what is already in the game, same thing with the Hausa and Swahili.

I would love it if we had 4+ African civs in each era, not counting Egypt. I think the pathways naturally build themselves out, too. Once you have Swahili, you might as well add the Zulu and Madagascar as modern civs. Once you have Wagadu, exploration Oyo and modern Ashanti make a lot of sense for the general Benin region where Akan and Yoruba peoples overlap. And if the Zulu return, why shouldn't they start from a Zimbabwe/Mutapa antiquity civ? And surely we are getting modern Ethiopia, which means exploration Abyssinia or at least Somali/Ajuran is begged for in exploration to tie back to Aksum. And if we have Somali/Ajuran and Swahili in exploration, might as well add Oman. Other arguments could be made for the same piecemeal buildouts of Moroccan/Berber and Chadic regions.

The only African civ that I think will be a pathway stretch, but could reasonably pivot from an exploration Mutapa (or Swahili) and Oyo/Yoruba, is a return of Kongo, which I think would be the biggest flex if the devs built Africa out to that point. In general, this game has a lot of potential to cohere together if given the time to grow its roster.
If we got all those African civs, that would be absolutely amazing. Agree with all of your choices.
 
Good post! Personally I’d rather have Kilwa in exploration instead of Adal and Ashanti in modern instead of Zanzibar. Then there are loose paths for both West and East Africa.
That’s a completely fair thought, and I almost did Asante but decided on doing something less expected. Adal was a case of just finding the entity fascinating when I was reading so it stayed due to piquing my interest and being markedly different from the other possibilities I was reading about.
 
  • Like
Reactions: j51
That’s a completely fair thought, and I almost did Asante but decided on doing something less expected. Adal was a case of just finding the entity fascinating when I was reading so it stayed due to piquing my interest and being markedly different from the other possibilities I was reading about.

I get it. Fascination is the best reason to back a civ IMO. When they announced Mississippians that basically sold the game on me.
 
I get it. Fascination is the best reason to back a civ IMO. When they announced Mississippians that basically sold the game on me.
Decoupling leaders from Civs was one of the best choices precisely because now we CAN get civs like the Mississippians, absolutely. That choice had me hyped as well!
 
I particularly love the endless possibilities that the inclusion of the Mississippians brings; now we can finally have civs that perhaps could never be in previous editions of the franchise. I believe the Americas, Africa, and Oceania benefit the most from this. I hope they explore this thoroughly.
 
Decoupling leaders from Civs was one of the best choices precisely because now we CAN get civs like the Mississippians, absolutely. That choice had me hyped as well!
I mean Tuskaloosa does exist.
On the flipside it also means that leaders like Alexander and Shaka do not have to bring their own civs. :mischief:

As for Sub-Saharan Africa I agree that Wagadu is a must. I do agree that Mali would be a weird fit, unfortunately, but all will be forgiven because Mansa Musa can just appear later as a leader for the Sahel region.
I'd also love for West Africa to get civs from the Guinea Coast such as Benin for Exploration and the Ashanti for Modern.

Ethiopia eventually needs to be Modern for East Africa and I'm not too picky on whether it would be Somalia or something on the Swahili coast for Exploration.
 
I mean Tuskaloosa does exist.
Interesting, I had never heard of him before. So, if they already had a leader option for the Mississippians, why didn't they include them in a previous edition? It seems like they've always wanted to add the Mississippians, and they've always been a highly requested civ.
 
Back
Top Bottom