Sid Meier's Civilization V

Sid Meier's Civilization V

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The Mossi Empire
   
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16.395 MB
Mar 21, 2015 @ 2:35pm
Jul 12, 2015 @ 4:49am
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The Mossi Empire

In 1 collection by RJ
Civilizations, Great and Small
20 items
Description
The Mossi Empire

This mod adds the Mossi, led by Yennenga the Svelte!

The Mossi are an ethnic group in Burkina Faso who emerged around 1200 AD. They founded a loosely united series of Kingdoms along the Volta river, an Empire that constantly harrased the Mali and Songhai Empires, outliving them both. They aso resisted french colonisation before finally succumbing in 1896. Masters of cavalry, the Mossi were one of the few west african states to never adopt Islam, instead relying on the genealogical concept of "Naam" to consilidate their rule and structure their government.

{LINK REMOVED}

Mod details

Leader-Yennenga


Trait-"Naam"

"Mounted units may build roads and found cities. -25% maintenance on road cost."

Unique unit-"Nakombse"

Knight replacement that has 5, and may retreat from melee attacks. Higher production cost, but pillaging does not cost any movement.

(reuses Mandekalu skin)

unique building-Naaba court

Circus replacement that costs more and is unlocked at horseback riding. It can be built anywhere, and yields +1 happiness per luxury and source of horses worked instead of +2 happiness (max of 4 happiness). 10% production of mounted units.

Strategy

The Mossi suit no victory in particular, but they excel at expansion. The Naaba courts help to deal with happiness problems, and make it more cost efficient to produce mounted units that can build roads, giving workers more freedom to work farms and other improvements. The extra movement and ability to fight makes mounted units vastly superior to settlers, allowing you to create far flung colonies. The extra movement of the Nakombse makes it even easier to do this, and if you fancy a war they make brilliant recon units, able to dive deep into enemy territory, pillage and escape in the same turn!

Supports-Core JFD's cultural diversity, YNAEMP, RED units, Historical religions (follows Onyameson), CIV IV leader traits, unique cultural influence, piety and prestige

Please read the below!

-When assigning or removing a citizen from a luxury or horses resource, the change in happiness will not happen immediately, but next turn.

-It is suggested not to use the "route to mode" feature with mounted units building roads. This causes them to sometimes stay in the running animation while they build, this can be fixed simply by cancelling and reordering the route to mode, but it's annoying nonetheless and can't be permanently removed. Simply build each section of road manually.

-Mounted units are expended when building cities

Special thanks!

Davey_henninger-Dawn of man screen, Icons, lua coding, design

Viregel Map

Firebug Leader scene

Peace theme is Hommage a Mama Konate (first half) found here

War theme is "Song for Toomba" from Medieval Total war II, property of Sega and creative assembly found here

I do not own this music.

Model for Yennenga taken from xhainerin on tumblr

I do not own this art.

Also take a look at my homeland,The Isle of Man!

Upcoming and planned civilizations

-The Cherokee

-The Toltecs

-The Cumans

-Sogdiana

-Brunei

Leave your opinion in the comments, and be sure to tell us if there are any bugs we missed!
45 Comments
noelwym Apr 14 @ 11:53pm 
Quite the aggressive civ in my experience. Wars with the neighbours frequently and cannot be trusted to keep the peace with you. And that's not mentioning how quickly they expand even outside the military aspect.
Adamification Apr 25, 2016 @ 12:34pm 
godd
ThinkGeek_ Sep 16, 2015 @ 1:10am 
cool mod man :)
wol Apr 16, 2015 @ 2:41pm 
thanks for the reply :)
RJ  [author] Apr 16, 2015 @ 2:15pm 
@TheCanadianCommander

Trust me it isn't, pretty much everyone person who has played the mod's reaction has been "I thought it was overpowered but it was actually less powerful than I thought", so give it a go :)

@gia

You should probably play it first, refer to above comment. Also the UU doesn't have logistics. I'm unlikely to change much, I've already nerfed it, and though I appreciate your suggestions, they either wouldn't really change the civ that much, or would be unrepresentative of the culture.
wol Apr 16, 2015 @ 1:27pm 
Sounds like a really cool civ but I'm wondering if the fact that mounted units can found cities is a little too OP. (:
gia Apr 15, 2015 @ 8:49pm 
So actually I think the UA should be "worked luxury tiles yield 1 happiness, -25% road maintenance" (the tile would show 1 happy face on its yields). The circus would have its base 2 happiness and be able to be built without restriction (this is an advantage already), OR give "mounted units built on this city gain the settler and road builder promotions" (this would be nice advantage if chosen, you can give them horse priority or even spawn horses under the capital?). And finally the unique unit would get "this unit has 5 movement points and blitz promotion, blitz is lost on upgrade" OR "5 movements and may settle cities and build roads".
gia Apr 15, 2015 @ 8:42pm 
Needless to say I dont believe it is balanced. You should remove the free pillage, they got 5 moves and "logistics" already, that is pretty strong military advantage already, they are best for city flipping or attack and retreat in general, unless it doesnt carry over on promotion, then I guess you can keep the pillaging. The Naaba court shouldn't give production, I think 4 happiness and no requirements (and two more on the colosseum) is more than good enough for a settling strategy. If you want to keep the extra bonus (for military effect) you should force it to require horses so that you can't have 6 possible early happiness on every city. That way your production advantage (military/better settling) is offset by a disadvantage (have to handle happiness), right now you kill all the disadvantages of settling.
gia Apr 15, 2015 @ 8:42pm 
Without playing it, you'd get to the horseman, build it cheaper on any and all cities (it costs less hammers than non-liberty-capital settlers and can be reduced further with stable and your circus unique) without harming food growth, make it build its own road to it settling position (or to the previous city you founded), and settle ICS style because the circus covers happiness, and the lesser road maintenance gives you extra gold for rush buying circuses when needed. The ICS and constant food growth will give you the rest of gold via city connections to a big capital.
RJ  [author] Apr 7, 2015 @ 4:14am 
@ruhrgebietheld

Thanks, I'm glad you enjoyed it! Yeah, I don't know why the Nakombse costs so much to upgrade, that was unintentional.