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MrSnert

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Aug 30, 2016
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Week 1: Welcome to West Africa


Hello and welcome to this weeks Fan Dev Diary, the first in a series where we’ll be looking at the (suggested) changes that will happen in the proposed upcoming West Africa update. Proposed by whom, you say? Well, by me! Obviously. I’m doing it right now.


I’ll be using the lull in dev diary activity, to churn out some ‘dev’ diaries of my own, and hopefully keep you guys entertained and interested throughout. These are not necessarily concrete gameplay suggestions as such, more of an inspiration and a gateway to further exploration of the region. What I hope to illustrate is that there is a whole lot more to African history than you’d think, and maybe inspire people to google a term or two. :)



West Africa is rather underrepresented and underdeveloped in the current game, considering the strength and wealth of its nations in the time period. Huge empires spanned the savannahs and rich trading opportunities attracted European explorers and merchants to defy the often fatal conditions of its tropical shores, where gold, ivory and fine African cloth were on offer. Early European arrivals stood in awe of the splendor of native cities and kingdoms, bowed down to powerful African kings and had to negotiate fiercely and on equal footing with savvy local merchants.

It was only later, as the extraction of raw materials and labour in exchange for manufactured goods increased economic disparities between Europe and Africa, that these relations began to shift. Cowry beads, highly prized by Africans for its use as currency and in rituals, were imported en masse from the Indian Ocean as mere ballast on European vessels, and cheap European and Indian textiles supplanted locally produced African cloth.
As rich mineral deposits were discovered in the Americas the African gold trade was gradually overtaken by slave trade. The extraction of labour, as well as the carrying off of vast amounts of locally grown food that was needed to transport the enslaved across the ocean, left Africa economically stunted.
The increase in wars and raids to meet the growing European appetite for slaves further scarred the region. Finally, powerful jihadi states grew in the interior, with many flocking to its cause as Islam’s tenets protected believers from slavery. Ancient empires fell and entire ethnic groups were uprooted as centuries of tolerance towards traditional practices ended. All of West Africa was destabilized, and left ripe for outside interference and dominion.

In short: EU4’s time period saw many developments in West Africa, and saw it go from being relatively on equal terms with early European contacts to wildly unequal relations.
None of this, not the initial wealth and power of West African states, nor the countless dynamic developments that took place throughout the centuries, is well represented in the current version of the game. This suggested update seeks to remedy that, at least to a small extent.



Now, without further ado, let’s have a look at the regions new map:


Screenshot 2020-06-03 at 16.17.59.png


A lot of provinces have been added. Areas that were particularly well developed at the game’s timeframe: the banks of the Niger, the coast of the Bight of Benin, Hausaland and Senegambia have gotten special attention.


This has also allowed for many more nations to be added. ‘Empires’ that were closer to confederacies, like the Jolof and Mossi empires now have their constituent states as playable tags. Most of the Hausa city states are also playable now.


Furthermore, some nations have been added in what was previously unsettled land: particularly around the Bight of Benin and its hinterland. These are mostly small, OPM fetishist nations that will have to contend with greater powers such as Nupe, Oyo and Benin to survive, representing the countless native kingdoms that existed in these areas throughout the game’s timeframe. They also offer a way for fetishist players in the region to build up strength before confronting the more powerful muslims states of the Sahel.

Many uncolonized provinces have been added, particularly on the Gold/Slave Coast, which will allow for a better representation of the string of forts that countless European nations build along these shores, establishing small trading posts and slave entrepôts. We’ll be taking a closer look at all of these as we zoom in on the particular region.



Coastal Gateway: Senegambia

As a little appetizer, today we’ll be taking a closer look at the Senegambia region, that region of Sub-saharan Africa that would make first contact with European explorers coming down the coast from Iberia.

The westernmost provinces of the Mali empire lay here, as well as its smaller rival: the powerful empire of Jolof. Settlements are clustered however around the great rivers that give the region its name: the Gambia and Senegal. Other areas are largely devoid of organised states and can be easily settled by newcomers.


Screenshot 2020-06-03 at 16.20.55.png


Of particular interest to potential colonizers will be the provinces of N’dar (St. Louis), Banjul and Cacheu, as well as Lebu, better known as Cape Vert, which a wealthy nation might be able to charter. Wherever one settles along these shores, however, be mindful to pay proper respect to the powerful Bur, ruler of the Empire of Jolof.
The Empire of Jolof was a confederacy of states; a string of coastal realms dominated by the inland kingdom of Jolof itself. Five kingdoms are traditionally mentioned as vassals to Jolof: Waalu, Cayor, Baol, Sine and Seyoum, four of which are now represented in game. The coastal kingdoms share Serer culture, and are fetishist, whereas their overlord is of the Wolof culture and was Islamic.

It was through their access to horses and thus powerful cavalry, that the rulers of Jolof were able to dominate their neighbours and keep them paying tribute. With the arrival of European traders on the shores of Senegambia however, the Serer states too gained access to horses and became increasingly independent. Horses were in such high demand here that the Portuguese started breeding them on the Cape Verde islands for this reason specifically. Though initially textiles from the region were traded, cheap European cloth increasingly flooded the market, and slaves became the dominant commodity offered in return.

The mission tree for Jolof consists of two seperate branches. One is focused on keeping its coastal vassals in line and integrating them. Securing the coast and moving the capital there, as the historical prince Bemoi did, will lead Jolof to become an Atlantic trade power. The other branch focuses on securing the borders against looming threats; the Mali Empire, the increasing strenght of Kaabu, and the rising power of Fulo. Doing so will lead to eventual expansion into the former heartland of Ghana, and eventually the Mandinge core territories.


Wolof Ideas:*
Traditions:​
-Liberty desire in subjects​
+Cavalry combat ability​
Legacy of Ndiadiane Ndiaye: +diplomatic reputation​
Early adherents of Islam: +religious unity​
Tribute of the Five Kingdoms: +income from vassals​
Ambassadors abroad: +diplomat​
Qadi tribunals: -national unrest​
Wolof Griots: +yearly legitimacy​
Paying the Waref: +tax modifier​
Ambition:​
+ Provincial trade power​

*because I am a historian and not a game designer, I’m merely suggesting bonuses based on historical features of the nation and am leaving particular percentages to the professionals.


Serer Ideas:
Traditions:​
+Diplomatic relations​
-national unrest​
Descendents of Jamboon & Againe: +light ship trade power​
Worship of the Pangool: -stability cost modifier​
laamb wrestling: +discipline​
Wassu Stone Circles: +yearly prestige​
The Sacred Point of Sangomar: +naval tradition​
Jola brethren: +max accepted culture​
Settlers of Sayoum: +settler increase​
Ambition:​
-shock damage recieved​



To the east of Jolof lays the fertile lands of Futa Tooro along the Senegal river. Here and in surrounding regions the Fulani tribes make their home. They look increasingly set to organise into a powerful kingdom of their own, and their realm of Fulo will spawn here not too far from the start date of the game. Fiercely islamic, these herdsman are driven to expansion by a continuous search for new grazing grounds and the fickle climatic conditions of the region. Fulo spawns with cores on the former heartland of the Ghana empire, now part of Mali, around Wagadu and stretching towards Baghana. Conflict with the Mali empire therefor seems inevitable.


Fulani Ideas:
Traditions:​
+Looting speed​
+Cavalry combat ability​
Followers of Tenguella: +morale of armies​
Early adopters of the Faith: +missionary strength​
Code of Munyal: +discipline​
Code of Gacce: +diplomatic reputation​
Code of Hakkile: -aggressive expansion impact​
Code of Sagata: +production efficiency​
The Fula Diaspora: -culture conversion cost​
Ambition:​
-advisor cost​

To simulate the diffusion of Fulani around the region, and their employ as herdsman throughout the many states of the Sahel, there will be dynamic events that can happen after 1450. Any savannah provinces (and ones that produce livestock or wool in particular) in the region will have a chance of having their culture changed to Fulani. This might seem destabilizing, but could actually prove an asset to a player, as West African sunni nations that have Fulani as an accepted culture can later form one of the powerful Fulani Jihadi states, Macina for nations in the Mande-culture group and Sokoto for Hausa-states.



That is all for now, next week we’ll have a look at Jolof and Fulo’s big, scary neighbor: the regional powerhouse of Mali as well as its rival, the up and coming empire of Songhai.

See you then!
 
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Week 1: Welcome to West Africa


Hello and welcome to this weeks Fan Dev Diary, the first in a series where we’ll be looking at the (suggested) changes that will happen in the proposed upcoming West Africa update. Proposed by whom, you say? Well, by me! Obviously. I’m doing it right now.

Really well written and presented, this should be integrated in the game, or at least in some mods - MEIOU&Taxes, Lux in Tenebris and Beyond Typus all delve in similar levels of detail
From a historical point of view, I always thought that European expansion should be heavily limited to coastal enclaves until very late in the game. In Vicky the scramble for Africa is - correctly - tied to the development of 19th century techs.
Again congrats, and hopefully the devs give it a thought :)
 
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Jesus Christ what is that? thrice the number of provinces we have now? Four times more? How much does that increase the dev in West Africa by? Why so many new provinces?
 
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Very constructive and much better than the usual complaining... :)
On par with what we have in the Suggestions Forum, which is the dedicated place for suggesting and not ranting.
 
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Like this a ton, but it should probably go in suggestions.
 
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Interesting post. Thanks for sharing. I'm interested to see how you're planning on incorporating the downfall of the African empires. Maybe it could be very simple by just having the Europeans extract all trade power through the uncolonised provinces on the coast.

EU4 has always been pretty bad at modelling declining empires, except by heavy railroading/events (see: Ming).
 
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Week 1: Welcome to West Africa


Hello and welcome to this weeks Fan Dev Diary, the first in a series where we’ll be looking at the (suggested) changes that will happen in the proposed upcoming West Africa update. Proposed by whom, you say? Well, by me! Obviously. I’m doing it right now.


I’ll be using the lull in dev diary activity, to churn out some ‘dev’ diaries of my own, and hopefully keep you guys entertained and interested throughout. These are not necessarily concrete gameplay suggestions as such, more of an inspiration and a gateway to further exploration of the region. What I hope to illustrate is that there is a whole lot more to African history than you’d think, and maybe inspire people to google a term or two. :)



West Africa is rather underrepresented and underdeveloped in the current game, considering the strength and wealth of its nations in the time period. Huge empires spanned the savannahs and rich trading opportunities attracted European explorers and merchants to defy the often fatal conditions of its tropical shores, where gold, ivory and fine African cloth were on offer. Early European arrivals stood in awe of the splendor of native cities and kingdoms, bowed down to powerful African kings and had to negotiate fiercely and on equal footing with savvy local merchants.

It was only later, as the extraction of raw materials and labour in exchange for manufactured goods increased economic disparities between Europe and Africa, that these relations began to shift. Cowry beads, highly prized by Africans for its use as currency and in rituals, were imported en masse from the Indian Ocean as mere ballast on European vessels, and cheap European and Indian textiles supplanted locally produced African cloth.
As rich mineral deposits were discovered in the Americas the African gold trade was gradually overtaken by slave trade. The extraction of labour, as well as the carrying off of vast amounts of locally grown food that was needed to transport the enslaved across the ocean, left Africa economically stunted.
The increase in wars and raids to meet the growing European appetite for slaves further scarred the region. Finally, powerful jihadi states grew in the interior, with many flocking to its cause as Islam’s tenets protected believers from slavery. Ancient empires fell and entire ethnic groups were uprooted as centuries of tolerance towards traditional practices ended. All of West Africa was destabilized, and left ripe for outside interference and dominion.

In short: EU4’s time period saw many developments in West Africa, and saw it go from being relatively on equal terms with early European contacts to wildly unequal relations.
None of this, not the initial wealth and power of West African states, nor the countless dynamic developments that took place throughout the centuries, is well represented in the current version of the game. This suggested update seeks to remedy that, at least to a small extent.



Now, without further ado, let’s have a look at the regions new map:


View attachment 590532

A lot of provinces have been added. Areas that were particularly well developed at the game’s timeframe: the banks of the Niger, the coast of the Bight of Benin, Hausaland and Senegambia have gotten special attention.


This has also allowed for many more nations to be added. ‘Empires’ that were closer to confederacies, like the Jolof and Mossi empires now have their constituent states as playable tags. Most of the Hausa city states are also playable now.


Furthermore, some nations have been added in what was previously unsettled land: particularly around the Bight of Benin and its hinterland. These are mostly small, OPM fetishist nations that will have to contend with greater powers such as Nupe, Oyo and Benin to survive, representing the countless native kingdoms that existed in these areas throughout the game’s timeframe. They also offer a way for fetishist players in the region to build up strength before confronting the more powerful muslims states of the Sahel.

Many uncolonized provinces have been added, particularly on the Gold/Slave Coast, which will allow for a better representation of the string of forts that countless European nations build along these shores, establishing small trading posts and slave entrepôts. We’ll be taking a closer look at all of these as we zoom in on the particular region.



Coastal Gateway: Senegambia

As a little appetizer, today we’ll be taking a closer look at the Senegambia region, that region of Sub-saharan Africa that would make first contact with European explorers coming down the coast from Iberia.

The westernmost provinces of the Mali empire lay here, as well as its smaller rival: the powerful empire of Jolof. Settlements are clustered however around the great rivers that give the region its name: the Gambia and Senegal. Other areas are largely devoid of organised states and can be easily settled by newcomers.


View attachment 590534

Of particular interest to potential colonizers will be the provinces of N’dar (St. Louis), Banjul and Cacheu, as well as Lebu, better known as Cape Vert, which a wealthy nation might be able to charter. Wherever one settles along these shores, however, be mindful to pay proper respect to the powerful Bur, ruler of the Empire of Jolof.
The Empire of Jolof was a confederacy of states; a string of coastal realms dominated by the inland kingdom of Jolof itself. Five kingdoms are traditionally mentioned as vassals to Jolof: Waalu, Cayor, Baol, Sine and Seyoum, four of which are now represented in game. The coastal kingdoms share Serer culture, and are fetishist, whereas their overlord is of the Wolof culture and was Islamic.

It was through their access to horses and thus powerful cavalry, that the rulers of Jolof were able to dominate their neighbours and keep them paying tribute. With the arrival of European traders on the shores of Senegambia however, the Serer states too gained access to horses and became increasingly independent. Horses were in such high demand here that the Portuguese started breeding them on the Cape Verde islands for this reason specifically. Though initially textiles from the region were traded, cheap European cloth increasingly flooded the market, and slaves became the dominant commodity offered in return.

The mission tree for Jolof consists of two seperate branches. One is focused on keeping its coastal vassals in line and integrating them. Securing the coast and moving the capital there, as the historical prince Bemoi did, will lead Jolof to become an Atlantic trade power. The other branch focuses on securing the borders against looming threats; the Mali Empire, the increasing strenght of Kaabu, and the rising power of Fulo. Doing so will lead to eventual expansion into the former heartland of Ghana, and eventually the Mandinge core territories.


Wolof Ideas:*
Traditions:​
-Liberty desire in subjects​
+Cavalry combat ability​
Legacy of Ndiadiane Ndiaye: +diplomatic reputation​
Early adherents of Islam: +religious unity​
Tribute of the Five Kingdoms: +income from vassals​
Ambassadors abroad: +diplomat​
Qadi tribunals: -national unrest​
Wolof Griots: +yearly legitimacy​
Paying the Waref: +tax modifier​
Ambition:​
+ Provincial trade power​

*because I am a historian and not a game designer, I’m merely suggesting bonuses based on historical features of the nation and am leaving particular percentages to the professionals.


Serer Ideas:
Traditions:​
+Diplomatic relations​
-national unrest​
Descendents of Jamboon & Againe: +light ship trade power​
Worship of the Pangool: -stability cost modifier​
laamb wrestling: +discipline​
Wassu Stone Circles: +yearly prestige​
The Sacred Point of Sangomar: +naval tradition​
Jola brethren: +max accepted culture​
Settlers of Sayoum: +settler increase​
Ambition:​
-shock damage recieved​



To the east of Jolof lays the fertile lands of Futa Tooro along the Senegal river. Here and in surrounding regions the Fulani tribes make their home. They look increasingly set to organise into a powerful kingdom of their own, and their realm of Fulo will spawn here not too far from the start date of the game. Fiercely islamic, these herdsman are driven to expansion by a continuous search for new grazing grounds and the fickle climatic conditions of the region. Fulo spawns with cores on the former heartland of the Ghana empire, now part of Mali, around Wagadu and stretching towards Baghana. Conflict with the Mali empire therefor seems inevitable.


Fulani Ideas:
Traditions:​
+Looting speed​
+Cavalry combat ability​
Followers of Tenguella: +morale of armies​
Early adopters of the Faith: +missionary strength​
Code of Munyal: +discipline​
Code of Gacce: +diplomatic reputation​
Code of Hakkile: -aggressive expansion impact​
Code of Sagata: +production efficiency​
The Fula Diaspora: -culture conversion cost​
Ambition:​
-advisor cost​

To simulate the diffusion of Fulani around the region, and their employ as herdsman throughout the many states of the Sahel, there will be dynamic events that can happen after 1450. Any savannah provinces (and ones that produce livestock or wool in particular) in the region will have a chance of having their culture changed to Fulani. This might seem destabilizing, but could actually prove an asset to a player, as West African sunni nations that have Fulani as an accepted culture can later form one of the powerful Fulani Jihadi states, Macina for nations in the Mande-culture group and Sokoto for Hausa-states.



That is all for now, next week we’ll have a look at Jolof and Fulo’s big, scary neighbor: the regional powerhouse of Mali as well as its rival, the up and coming empire of Songhai.

See you then!

I really like the dev diary idea. Thanks for creating it. It's awesome.

I don't know about all the additions but there's usually something I disagree with on dev diaries so that's nothing new.

It probably belongs in the suggestion forum as others have said.

But it's a dev diary so it should stay.

I think that's all that I have to say now that I've disagreed and agreed with every side on this topic.
 
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Love the detailed presentation and the idea in general. 2 commennts

1) Province density: while I agree it should increase and I assume it could go with a significant net gain of development, this seems to go too far. It should still be an area of rather low development and having only 1/1/1 provinces should not be the result.

2) The impact of the arrival of the Europeans as you described so thoroughly should be included in a series of DHE that impact the region. These should be triggered by certain conditions (first sight of Europeans, getting a certain amount of trade value by Europeans, establishing colonies, steering a certain amount of trade around the Cape, ...). It might be interesting to let each nation choose whether they wish to be open and trade with the europeans or be hostile and throw them out, with impacts on Technology, Trade income on the one hand and stability, unrest and relations with the neighbours on the other side. So for example a nation that chooses intense contact with the Europeans gets cheaper technology and more money but might face reactionary rebels, Sunni Zealots or even a neighbour invading, a nation that stays hostile will not get these benefits but improves its internal stability and army moral.

3) I like the idea about the Fulani, these (and other) tribes appearing should have a stronger impact and not just be a new, small neighbour without allies waiting to be conquered.
 
As much as I would love to see Africa fleshed out (I'm especially interested in East Africa, for some reason I couldn't explain, though I'm particularly annoyed by the implementation of lack thereof of Angola on the west coast) I don't think Paradox would do an update specifically for West Africa, or any part of it except maybe the North. In my opinion, it will either be the whole continent or nothing.
 
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I think Africa should start with higher development and then lose a lot due to all the conflicts and Europeans. If Africa starts with already low development, it can't decline
 
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I have several issues with this version of the map, particularly the region I have most interest in, the Mauritanian area.

First, Waalo is SOUTH of the Senegal River, not north, especially not that far north, which was under the jurisdiction of the chieftan of Trarza. As a replacement for Waalo, I suggest Darmankour (a Berber tribe in the area) or the chieftdom of Trarza.

Second, is the amount of wasteland in the Mauritanian area when there were major wars and extreme demographical and historic changes being made to the area during the game's timeline. Surely if CK3 can represent the Bilad ash-Shinqiti during its decline, EU4 can represent it during its heyday after the 13th century...


Darmanko.jpg
 
VUmzq32.gif
to the Suggestions subforum.
 
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Jesus Christ what is that? thrice the number of provinces we have now? Four times more? How much does that increase the dev in West Africa by? Why so many new provinces?

Is this sarcasm?

It should still be an area of rather low development and having only 1/1/1 provinces should not be the result.

I disagree. Don't project the state of it in the late 19th century backwards. We're talking about the tail end of its glory days.

Fulani Ideas:Traditions:+Looting speed+Cavalry combat abilityFollowers of Tenguella: +morale of armiesEarly adopters of the Faith: +missionary strengthCode of Munyal: +disciplineCode of Gacce: +diplomatic reputationCode of Hakkile: -aggressive expansion impactCode of Sagata: +production efficiencyThe Fula Diaspora: -culture conversion costAmbition:-advisor cost
To simulate the diffusion of Fulani around the region, and their employ as herdsman throughout the many states of the Sahel, there will be dynamic events that can happen after 1450. Any savannah provinces (and ones that produce livestock or wool in particular) in the region will have a chance of having their culture changed to Fulani. This might seem destabilizing, but could actually prove an asset to a player, as West African sunni nations that have Fulani as an accepted culture can later form one of the powerful Fulani Jihadi states, Macina for nations in the Mande-culture group and Sokoto for Hausa-states.

I like this. If these new tags also get access to Fulani ideas, I'm definitely trying it out.
 
Is this sarcasm?



I disagree. Don't project the state of it in the late 19th century backwards. We're talking about the tail end of its glory days.



I like this. If these new tags also get access to Fulani ideas, I'm definitely trying it out.

No, it wasn't. I'm very much against adding new provinces and tags, and in favour to decreasing their numbers.
 
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No, it wasn't. I'm very much against adding new provinces and tags, and in favour to decreasing their numbers.
That absolutely has no purpose (decreasing province numbers). Paradox games are clearly going towards adding many provinces (such as in Imperator). EU4 will follow this trend, nothing will change that.
 
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