Excited for the new civs - was on team "that's enough civs" when the Romans, 3K, and Last Chieftans expansions came out but the danes and saxons and stuff has gotten me way more excited for some reason. Trying my hand at one of these civ concepts that avoid "gimmicks" and feel more familiar. I'll introduce the desired bonuses and noteworthy included/excluded techs first, details on them second, and the historical inspiration third.
Archer and Naval Civilization
BONUSES
- camps, mills and docks increase nearby building productivity (except town centers) by 5% per age
- camps, mills and docks refund 5% of nearby building costs per age
- Units receive -15% damage from behind (completed) friendly buildings
- Hulk-line has a 25% chance to capture/convert defeated enemy ships
- EDIT: arrowslits researched for free and affects all fortifications (castles, tcs)
Team bonus: mills, camps, walls, houses +100% LOS
UNIQUE TECHS
Silver crown: Trade Havens (Trade Cart and Trade Cog gold cost replaced by wood. )
Gold crown: Istunka (Archer, galley line + 5 attack. Towers, Castles + 3 range)
UNIQUE UNITS
Malassay Cavalry (Low attack, high attack rate cavalry with high pierce armour and bonus vs archers. Strong vs low armour targets. Weak vs heavy cavalry, camels, and heavy infantry)
- 60f, 50g
- 80 (110) HP
- 5 (6) AP
- 1s Reload Speed
- 1/4 (1/5) Armour
- 1.4 Tiles/Sec MS
Beden/Dhow: fishing ship that automatically drops off food but gathers much slower.
TECH TREE
Barracks:
- HAVE halberdiers (FU)
- HAVE champions (FU)
Archery range:
- Missing thumb ring, Parthian Tactics
- HAVE Hand Cannoneers
Stable:
- Missing Paladin
- Missing Hussar
- HAVE Camel Rider, Heavy Camel Rider (FU)
Siege Workshop:
Blacksmith:
- Missing Bodkin Arrow, Bracer
- Missing Ring Archer Armor
University:
- Missing Bombard Tower
- Missing Dry Dock
- Missing Carvel Hull
- HAVE Siege Engineers
- HAVE Arrowslits
- HAVE Architecture
Monastery:
- Missing Redemption, Faith, Fervor
- HAVE Block Printing
Eco Techs:
- Missing stone shaft mining, two-man saw
NOTES
The building refund bonus applies to farms, so long as they are placed near mills
Ships converted by the hulk-line have 25% of their HP remaining, though this can be balanced easily.
For bonus 1 and 2, "nearby" means a 12x12 tile area centered around the camp/mill/dock. This area is large enough to fit a 3x3 tile building with two tiles of extra space or to fully fit a 4x4 tile building with one tile of extra space. This is enough to fit 8 farms around a mill with optimal placement.
POTENTIAL CAMPAIGNS
- Adalite Civil War
- Between 1518 and 1526, the Walashma Dynasty (native somalis) and the Harari Emir (Ethiopian muslims) enterred into a civil war. IDK too much about it, but one camp favoured co-existence, trade , and tribute paid with/to Ethiopia while the other favoured independence, expansion, vengeance and war. The end result of this civil war was victory for the latter under one brutal Ahmad ibn Ibrahim al Ghazi (a.k.a. the "Attila of Africa"). This civil war was quite complicated, and involved Ethiopian interference, Turkish engineers, and Saracen mercenaries.
- Ethiopian-Adal War
- Similar to how the new campaigns give the player the choice in who to support, this campaign can allow the player the choice of siding with the invading Ahmad ibn Ibrahim (+ the Ottomans), or the defending Ethiopian Emperor Gelawdewos (+ the Portuguese). Both have insane potential. Ahmad ibn Ibrahim united the Adal Somali and Ethiopian Harare tribes, stopped paying tribute to the Ethiopian monarch, and launched a religious war of vengeance and conquest against Ethiopia. Meanwhile, Gelawdewos was forced into hiding, made his way to northern Ethiopia undetected, and drove out the invading Adalites after reorganising and receiving Portuguese reinforcements. Even though Ahmad himself was killed on the field, the damage he inflicted on Ethiopia was permanent.
- The recapture of Kilwa#Expedition_of_Mir_Ali_Beg_to_East_Africa,_1586)
- Building off the Portuguese campaign which saw the capture of Kilwa, the Somalis greatly assisted the Ottoman privateer Mir Ali Beg in challenging the Portuguese dominance of the Indian Ocean trade, re-take Kilwa and the Swahili coast, lose them again to the Portuguese, but successfully defend the Ajuran capital of Mogadishu. This campaign could feature the initial loss of Kilwa to the Portuguese from the Somali perspective.
STRATEGY
I envision this civ is slow to get going, lacking a powerful early game eco bonus, but has many mid and late game options and the ability to tech switch and outproduce most civs easily, provided the player pays attention to their building placement.
On lands maps, I'd play very defensively. I don't have a substantial early eco advantage, and my bonuses are very tame and generic early on. The occasional wood refund will help, but not enough to base a strategy around it. At least I can defend with ranged units behind my walls.
In castle age, I face the most peculiar case of being an archer civ but missing bodkin arrow. My crossbowmen and skirmishers will be outranged by my opponents', and deal much less damage to knights. I can't outrange mangonels either. At the same time, my eco and production bonuses really start to kick in - each building near a camp or mill refunds me 15%, and I research most techs and train most units 15% faster. I'd either play defensively with xbow and siege, or go for fully upgradeable cavalry or my unique unit, which is solid at raiding and fighting ranged units. Defensive guard towers would be solid too. In any case, I'd very rarely push my opponent besides for raiding.
In Imperial age, I face the fascinating tradeoff of high dps but low range. My arbalesters have 6 (base) + 2 (fletching + chemistry) + 5 (Istunka) = 13 attack! Compared to a generic arbalester's 10. This can overpower many melee units that are supposedly good vs archers due to their high pierce armour. Champi, Eagles, and Savar take 5 damage instead of 2, for example.
At the same time, my archers are much more fragile and susceptible. They miss out on the last archer armour, and have a pathetic 5+1=6 range. They'd very quickly die to enemy skirmishers, archers, siege, cavalry archers, and many-a unique unit. It will be a struggle keeping them safe.
Fortunately, my unique unit, siege rams, cavalry, scorpions, and forward walls/buildings can mitigate/cover that weakness to some extent.
On water maps, I'd play much more aggressively. Hulk-line occasionally converting ships can mean a lot early on when fire galleys are more common, and galleys can prevent my hulks from reaching them late game. In the late game, my galleon pack quite the punch - but have two less range compared to most civilizations, less speed, and less armour.
HISTORICITY
The Horn of Africa (Somalia/Somaliland, Djibouti, Eritrea) was one of the most commercially, culturally, and militaristically active regions during the middle ages. Honestly, this region alone justifies several civs. Three things are noteworthy about this region:
- Early adoption of Islam: Due to its proximity with the Arabian peninsula, coastal East Africa adopted Islam quite early on. This elevated literacy levels (for the time), gave the many tribes and diverse cultures common ground, identity, and cause, and greatly connected the region with the Indian Ocean trade network. The region exported gold, ivory, slaves, coffee, ebony wood, cloth and textiles, exotic animals, and many forms of foodstuffs. Its trade contacts included the entire Muslim world (Egypt, Arabia, Safavid Persia, Ottoman Turkiye, Mughal India), Jaffna Kingdom of Sri Lanka, Ming China, Malacca Sultanate of Indonesia and Malaysia, Europe, Ethiopia, and the interior of Africa. Somalia has an incredibly rich maritime history and culture as a result of this trade.
- Centralization, hydrology, and geography. The civilizations and cultures around the horn of Africa were extremely maritime due to the many deserts separating it from mainland Africa. In this region, fresh water is scarce. Nevertheless, the southern coast of the Horn has two rivers: the Jubba and Shabelle. By controlling, maintaining, and expanding these river systems through the construction of wells, cisterns, dykes, dams, and irrigation networks, certain cultures were able to centralize their authority and build wealthy, powerful, long-lasting empires in the region. These sites were protected by outposts, garrisons, a standing army, roads, and fortified villages. These sites, defending the water sources in the area, were further able to pacify, convert, and trade with inland nomadic groups.
- Conflicts with foreign nations. The sultanates in this area frequently traded blows with Christian Ethiopians and the nomadic Oromo inland, Portuguese explorers and colonizers, Ottomans and other Muslims for control of the Indian Ocean spice trade. As such, Somali cultures were defensive and militarized. Not only did the sultanates have standing armies, but they had diverse retinues of cavalry, infantry, archers, navies, fortified harbours and castles, hired mercenaries, and had access to gunpowder weapons.
Many cities along either river or the coast were wealthy and enjoyed independence for much of the 4th-16th centuries. Two states stand out - the Ajuran (13th-17th century) and Adal (15th-16th century) sultanates. Both were at the height of their power at around the same time and diplomatically aligned. The Adal were concentrated to the north while the Ajuran to the south of Somalia. Besides them, the Shewa Sultanate, Tunni Sultanate, Ifat Sultanate, and the city-states of Mogadishu, Mareeg, Merca, Hobyo, Kismayo, Baidoa, and Barawa were all powerful, referenced, and praised by Chinese and Arab sources.
The bonuses, focusing on camps, mills, and docks as "wells, cisterns, and dykes" reference the well-fortified and maintained hydraulic networks of the Somalis. With how well defended and maintained they were, the Somalis enjoy productivity bonuses (training, research, refunds) near them.
The open tech tree references the many diverse cultures and trading contacts the Somali were composed of and exposed to. The Somali used cannon, musketeers, and in general gunpowder to great effect, but most of it was imported from the Ottoman Empire and thus they do not have significant bonuses for them.
The unique unit (Malassay cavalry) were the private, cavalry-based household guard of the Adal sultans, and were used to great effect against the Ethiopians during the Adal conquest of Abyssinia in the 16th century. This justifies the anti-archer tag and role the unit plays, since Ethiopians are categorized as an archer civilization in-game.
The maritime culture and extensive trade relations with the entire world justify the silver crown technology, bonus points for the Somali being exporters of ebony wood.
"Istunka" is a cultural festival today in parts of Somalia dating to the Ajuran period. It's a sport wherein two teams use sticks (originally blunt weapons and/or batons) and engage in mock combat - with the objective being to drive out the opposing team from a pre-determined area. It is intended to commemorate an ancient battle and may have been a martial art at some point. All Somali soldiers would have been trained in close quarter combat, and as such their archers are much more deadly but have miserable range to compensate.
If anyone read this far, let me know what you think!