Crusader Kings III

Crusader Kings III

Africa Plus [NEEDS UPDATE]
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Update: Mar 6, 2022 @ 1:58pm

Small fix for Gbeto warrior interaction not working as intended.

Update: Mar 6, 2022 @ 6:25am

BAP's post-Royal Court Update, "al-Kāhina"
Released: 05/03/22

BAP updated for current patch.

Other changes;

Innovations
-With the introduction of RC's new cultural 'traditions' system many of BAP's innovations have been removed, or converted into cultural traditions - as for intents and purposes this is how I was using the innovation system prior to the RC update:

innovation_sahel_raiders -> Removed and replaced, now a cultural tradition called 'Savanna Raiders' accessible for Sahelian and Central Sahelian cultures.
innovation_nile_hill_forts -> Removed, now granted as part of the vanilla 'Land of the Bow' tradition accessible for Nubians and Daju.
innovation_abusua -> Removed, as Akan now have access to the Equal Inheritance cultural tradition.
innovation_gbeto -> Removed and replaced, now a cultural tradition accessible to Ewe culture, or hybrids with Ewe culture.
innovation_age_grade_associations -> Removed, as now effectively covered by 'Communal' culture type.
innovation_ilari and innovation_ogherie_noguan -> For Yoruba and Bini respectively, these innovations provided access to eunuchs for each culture, but this can now be achieved by the player's choice through vanilla traditions.
innovation_griots -> Removed and replaced, now a cultural tradition accessible to West African cultures.
innovation_dynastic_rulership and innovation_sacred_rulership - Both removed, for game balance reasons, but have added Sacred Rulership as a tradition available for selected African cultures. However, I encourage people to play BAP with Expanded Successions to access Eldership.
innovation_ta_seti -> Removed, as PDX have added a vanilla version of Nubian archers MAA in RC.
innovation_dongolawi_horsemanship - Removed, as Nubian rulers can now access vanilla Sahel Horsemen MAA.

Buildings
-Added the Walls of Jenne to... Jenne :) (*upgradeable*).

Culture
-Changed a lot of the vanilla traditions for African cultures, removing, adding etc.
-Added a new language for Songhai (credit to elvain for this) and associated cultures (Gaw and Sorko) called Ayhena, to replace Soninke language for these groups.
-Made Songhai a hybrid culture from Gaw and Sorko, so all previously Songhai culture rulers are now Gaw.
-Added more names for Songhai characters (also used for Gaw and Sorko)
-Added a Guanche language for Guanche culture.
-Added a hybrid culture name for Hausa and Jukun.
-Added new ruler titles for Guang culture (also renamed Guan to Guang)
-Added dynasties for Hausa to (finally) replace the generic vanilla west african ones, this is part of my quest to remove all crappy generic dynasty names for African cultures in vanilla.
-Added additional dyansties for Kanuri.
-Fixed some of the regional custom loc, so Africans should get localised fighting tournaments to 'Wretling,' and appropriate regional alcoholic drinks like Kola Nut Bitters and Palm Wine.

Decisions
-Added a decision for an amazigh pagan Queen who controls all of the North African kingdoms to declare herself al-Kāhina, the second coming of Dihyā, for an inheritable trait and some bonuses fit for a holy warrior.

Events
-Added a new event that fires on founding the Empire of Mali for west African characters.
-Added Ha-Mimite Berber uprising event that fires early to 10thC, an historical heretical religious uprising.
-Added Mu'arikite Berber uprising event that fires early to 10thC, an historical heretical religious uprising.

Traditions
-Modified Nubian Warrior Queens tradition to be available to the following heritages (though only pagans of these cultures can pick it) instead of specially for Nubians and Daju, since the concept behind the tradition is extremely anarchronistic for them in the first place:
Arfican heritages;sahelian,senegambian,west_african,yoruba,east african,central african, and berber; as well as European heritages; brythonic and norse (the Norse culture or a Norse culture hybrid).
-Modified the Land of the Bow tradition to be exclusively for Nubians (sorry Daju), and made it so it also unlocks blinding of prisoners, as well as integrating BAP's old Nile Hill Forts innovation for Nubians, which allows Nubian culture rulers to build Hill Forts on flood plains instead of Watchtowers.
-Added Griots tradition, to unlock the Royal Griot court position, and spawn characters with griot traits in your culture, this tradition is for West African cultures.
-Added Sahel Raiders tradition, to unlock raiding regardless of religion or government type for specific cultures in the Sahel.
-Added Gbeto Warriors tradition, to allow you to designate a Gbeto from amongst high prowess women in your realm (this is in effect granting shieldmaiden trait). In addition this tradition allows women of high prowess to ignore gender based knight restrictions. Gbetos can also serve as Marshall.
-Added Bush Schools tradition for Mel culture, as a proxy for the secret societies of the forest belt.
-Added The Way of the Thiedo tradition for Wolof culture, as a proxy for Wolof warrior tradition.
-Added Laawol Pulaaku - Fulbe way, for Pullo characters.
-Added Sacred Kingship as a tradition for selected African cultures, which unlocks high partition, but you must be feudal to pick it.

Court Positions
-Added Queen mother court position.
-Added Royal Griot court position.

Religion
-Added Ha-Mimism, a heretical faith of Islam that has the syncretic folk traditions doctrines, which arose amongst the Ghomara Berbers. Includes gender_either priests, and equal gender law.
This faith spawns via event and won't otherwise appear on the map.
-Added Mu'arikism, a heretical faith of Islam that has the syncretic folk traditions doctrines, which arose amongst the Kutama Berbers. This faith spawns via event and won't otherwise appear on the map.
-Tenet Angelolatry - Removed, previously accessible only when nationalising the Nubian Orthodox church this tenet's bonuses are now effectively covered by Nubian cultural traditions which grant the same thing. Combining these cultural traditions with this tenet would make temple buildings essentially free, hence it has been removed. I have however made it so Nubian christians can always take the decision that was tied to this tenet, i.e. to Choose a Patron saint.
-Tenet Savanna Isolation - Removed, as this tenet more accurately captured in vanilla cultural tradition mechanics.
-Tenet Sacred Mountains - The associated decision for this tenet has been removed for now as not working as intended, but I will re-work this and add back at a later date. On a side note, PDX have now with RC created a cultural tradition with the same name as this tenet, so keep that in mind, the tradition and this tenet are not the same, or a replacement.
-Tenet Servants of the Sun - Removed, this was a re-skin of the vanila Sun Worship tenet for Beja kushiticists. The benefits of this tenet have been moved to traditions which have been given to Beja, and this tenet replaced with the vanilla Sun Worship for Beja pagans.
-Tenet Naam - Removed, as this tenet was really a vehicle for Mossi socio-cultural aspects, which is now covered more effectively by traditions for the Mossi.

Nicknames
-Added 'The Lord of the Two Dominions' nickname for characters who unite the two Nubian kingdoms, an historical title attested in inscriptions during this period.
-Added 'al-Kāhina' nickname for a character that takes the 'Become al-Kāhina' decision.
-Added 'The Ancestor's Fury' nickname for a character that forms the Lower Niger Empire.

Traits
-Added 'al-Kāhina' trait and a descendant version for people who take the related decision.

Probably other stuff i've forgotten!

Update: Jan 31, 2022 @ 11:47pm

Some small fixes courtesy of cybrxkhan, with whom I worked on the last update:
- Changed the activity icon for the Guanche rain ritual for something that looks like blurry
- Randomly generated rulers of Madeira/Fuerteventura start with a bit of piety and prestige
- There was a bug where reformed Guanche rulers can't take the decision to Unite the Canaries, and there's no way to properly have it as a trigger it, as reformed pagan faiths have dynamically generated names in the code ("dynamic_faith_109", "dynamic_faith_222", etc.), so just made it available to anyone who is of an Amazigh religion overall
- The holy site of Ahaggar you had is on the barony of Djanet, and not the barony of Ahaggar.

Update: Jan 3, 2022 @ 1:55am

FIXES
Ijaw paganism correctly set as an 'unreformed' faith on game start. Thanks to Bisonmask for picking this up.

Update: Dec 24, 2021 @ 7:16pm

Update: Dec 23, 2021 @ 10:04pm

Update: Dec 22, 2021 @ 4:24am

Two small updates!

1. I've switched the clothing gfx for Guanche to be African clothing gfx in the regular BAP version - i.e. vanilla African tribal clothing.
However, if running with EPE and the BAP-EPE patch, they will wear central_african_clothing gfx - meaning the togas, otherwise bare-chested - this is the closest in current assets I could to match what I have seen of their historical depictions

TLDR: No more Guanche wearing turbans and dressing like Muslims. They should have a more 'tribal' aesthetic.

2. I've added a decision for kanuri/zaghawa holds of duchy or kingdom of Kanem, and who have the Munean faith. The mune tenet is probably the weakest i've added to the game (I kind of hate it lol but it's critical to establish this defining aspect of pagan Kanem). To make it slightly more flavorful I have added a decision where by you can ask your vassals to kiss the mune, as a show of fealty to you. Their chances to do so are based on their relationship with and/or whether they are zealous. Note: they may also be offended by this and rebel against you.

Update: Dec 18, 2021 @ 2:39pm

Update: Dec 17, 2021 @ 9:37pm

Update: Dec 17, 2021 @ 7:14pm

CHANGES in 'Suwari' patch.

TRAITS
-The devoted trait for Male Nubian or Coptic characters is renamed from Monk to Monachō (coptic for Monk).
-Localised the 'witch' trait into yoruba for yoruba characters.
-Griot trait now precludes a character from inheriting or gaining claims. This should help keep griots in the player realm/court, and reinforce that the royal griot is a court position.

GENERAL CULTURE CHANGES
-NEW Guanche culture with ruler title localisations and knight culture loc.
-NEW Ijaw culture with ruler titles localisations.
-Akpoto; added ruler title localisation, knight culture name and a dynasty list to replace the generic list that was used previously.
-Added new Akan names
-Modified Yoruba name list
-Modified and added more names to cultures I have forgotten about, and likely unique dynasty names as I slowly replace all the generic vanilla placeholders.
-Central African Culture Group; removed some weird European names present in the name lists.
-Added Butr and Barani Title Flavourisation via Community Title Project (CTP).

-Bini AKA Edo
Added full title history from scratch for rulers of Benin City (main Bini kingdom territory) from 5th to 14th centuries.
Kings of Bini culture are now properly called 'Ogiso' rather than Oba. This title will flip at later dates to 'Oba' as it did historically with the second dynasty.
In-line with the above I have renamed d_benin to Igodomigodo as it was known during the game period. Kingdom title of Benin remains 'Benin' as this enlarged polity likely didn't exist until the second dynasty, i.e. after the Igodomigodo period.
Added additional dynasty names for Bini characters.
Extensive edits to Bini name list, including addition of diacretics.

Religion
NEW RELIGION: Added Maraboutism (west-African folk islam)- WIP, form of Islam that is syncretic with traditional African religions. No GHW, Grand Pilgrimage not yet complete sorry.
NEW RELIGION: Added Amazigh paganism, including 3 FAITHS - Amazigh (present in 867 in Adrar), Illuism (based on Tuareg paganism, present in 867), and Guanche paganism (present in Canarias in both start dates).
NEW RELIGION: Ijaw paganism present in Ijawland in both start dates.
Revised each African religion's tenets and doctrines.
Ancestor worship - added the Burial Rites mechanic to ancestor worship.
-Added localisation for realm priest for ALL African pagan religions.

Province history
-Inspired by RICE I have set all my province history changes to occur my event on game start.
-Maraboutism (African folk islam) to replace Ashari in all province histories for West and central African provinces ruled by Africans rather than Butr's etc.

Characters
Added Maraboutism to replace Ashari for African characters in West Africa that would otherwise flip to Ashari.

GFX
New faith icons for Vodun, Basho, Wennam religions, as well as Maraboutism.
New decision art for build a pyramid, burial rites, child of amun, sacred grove, sacred mountain, and baqt decisions.
Added reformed versions of the existing BAP added icons.
Added revised version of Idoism icon.

EVENTS
-New Pet Leopard events for West Africans!
-Human sacrifice - New event for characters with human sacrifice tenet that fires on death, giving options for a royal funeral sacrifice for their heir.
-Guanche characters get a coronation style event when gaining d_canarias inspired by historical guanche coronation rituals.
-Guanche characters can mummify a deceased ancestor.
-New Guanche events courtesy of cybrxkhan, these are also included in the latest RICE update.
-Added Akan naming events on birth - options include birth order names, twin names and special day names.
-Added Yoruba naming events on birth - options include birth order names, twin names, names for babies who are reincarnated ancestors, born during war, and babies born with beauty traits.
-Added Bini/Edo Twin names birth event..

BUILDINGS
-Added Royal Palace of Gao, an historical stone palance complex that was one the largest and richest in West Africa during the game period.
-Replaced Dutsen Dala (mountain) with buildable Walls of Kano, as a special building in Kano.
-Added Mausoleum of Juba II, Imdghasn aka Madghacen, and the Tomb of Tin-Hinan as buildings and holy sites for Amazigh pagans.
-Added Stones Circles of Sine Ngayene as a building in Senegambia and holy site for Roog pagans.
-Added Obelisk of Axum
-Added Royal Kushite Cemetery at Nuri
-Added The Rock-Hewn Churches of Lalibela

MILITARY
-Added Guanche warrior MAA for Guanche culture, a defensive skirmiser unit.

Laws
-Removed West African Council Elective in prepartion for compatibility with the Expanded Succession mod.

BALANCE

-Buildings
Added a new (nerfed) gold mine building to replace gold mines outside of Mali, such as in East Africa. Previously I was using the vanilla Mali Gold Mine building for other gold mine locations, but this building is a bit OP generally so I have replaced with a BAP version Gold Mine, which is equivalent to a vanilla silver mine as far as income and tax bonuses etc.
Most gold mine buildings are also now 'unbuilt' meaning both player and AI will have to expend some gold to get them running rather than gain their benefits from game start.
-Removed the dynasty prestige buff given to the griot innovation as it way too OP for large states (thanks to Ali-dgi and Junassa for highlighting this).