This is a compilation of a series of 'Fan Dev Diaries' I did a while ago for a hypothetical West Africa Update, rewritten as a more conventional Suggestion Post, now that a West Africa Update has been announced. I've changed some stuff that is no longer relevant (because of Estate-mechanic changes for example) and have streamlined the whole thing, in the hopes of making these posts (that I get responses to to this day) more accessible, and of course in the possibly idle hope that developers currently working on the Update may become inspired.
(I am well aware that already announcements have been made that no further map changes will occur and am well aware of the futility of this excersize.)
Cheers!
Intro to West Africa
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. These suggestions seeks to remedy that, at least to a small extent.
Now, without further ado, let’s have a look at the regions new map:
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
Let's start by 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.
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.
Imperial Rivals: Mali & Songhai
Now, we’ll take a bit of a wider view of the region and focus on the two great powers of the Upper and Middle Niger, empires that dominated the region for many centuries and great rivals to boot: Mali and Songhai.
At the very heart of regional dynamics sits the Mali Empire, whose power has greatly diminished by the 15th century. It is plagued by succession crises, and former imperial provinces, in Kaabu and Djenne, have become so autonomous that they will be represented as subject states and will have to be integrated if imperial integrity is to be restored. Enemies are increasing in strength on every border of the Malian Empire. To the west, the states of Jolof have broken free from Mali and are looking to consolidate their power and expand into the Gambia region. On the eastern frontier, the Mossi kingdoms have chipped away at the border-provinces and are becoming increasingly bold in their raids. To the north, Tuareg tribes have recently taken the great city of Timbuktu and tightened their hold on the lucrative trans-saharan trade. Meanwhile, in the valleys of the Futa Tooro, the Fulani, as of yet unorganised, are stirring and seem set to create a powerful kingdom that will look to conquer the heartland of the former Ghana empire for legitimacy and power.
We’ve removed the nation of Macina, as there is no evidence this state existed in the 15th century. (It can be formed later in the game, as a Fulani Jihad state) Obviously, returning all those provinces to Mali, as well as giving it many others, will increase the Malians power greatly. This should be balanced however, by buffed development in Mali’s great rival: Songhai, as well as the power of two other competitors: Jolof and Mossi.
It should be noted that Mali finds itself without any friends in the region, and several events, such as the creation of Fulo, which has cores on some of Mali’s border provinces, will complicate their diplomatic situation further still. Furthermore, either truces or event-based claims will grant Songhai the opportunity to conquer the incredibly wealthy city of Timbuktu before the Malians are able to (re)take it and will set that military powerhouse on a westward collision course of expansion.
Mali’s territory contains several dormant tags, which can be released in order for the Empire to be more effectively carved up by its rivals. In the north, the successor state of the ancient Ghana empire Zafunu is still remembered. In the south of Mali, centred on the province of Bendugu, there is Binduku, a former ally and vassal of Mali that was incorporated into the empire. All of these will share separate branches of the Mande culture group, and share the new Mande national ideas.
The cultures of the Mande group are: Malinke in the core of Mali; Soninke in northern Mali; Bambara in the east; Dyola (in Kong), Boso (In Djenne) and Susu along the coast. Nations that form out of their separatists will have the Mande national ideas.
-The Mande Culture Group.
These ideas are especially tailored to reestablish the Mali empire, should it have fallen in the course of the game, which any Mande nation that controls the core Mandinge territories can do.
Mande ideas:
Traditions:
+infantry combat ability
+local autonomy decay
Jali: increased prestige & legitimacy
Rite of Kujangwoo: +discipline
Kora traditions: -national unrest
Sanankaya: +max accepted culture
Secret Societies: -stability cost modifier
Masters of the Savannah: -cavalry cost
Mande Wanderings: -culture conversion cost
Ambition:
+production modifiery
The Boso of Djenne will have their own unique national ideas, reflecting the unique character and needs of the great, venerable city.
Boso/Djenne Ideas:
Traditions:
+trade steering
+land leader manoeuvre
Masters of the River: +production modifier
Appeasing the water spirits: +tolerance of heathens
The fertile inland Niger Delta: +manpower modifier
Crossroads of Salt and Gold: +provincial trade power
The Great Mosque: +institution spread
The communal creppisage: -building construction cost
Walls of Old Djenne: +fort defense
Ambition:
+enemy attrition
The Mali empire itself keeps a unique idea set, although slightly altered. These are similar to Mande ideas, so that no essentials are lost upon forming it, but are more powerful and in line with an already established great empire.
Malian Ideas:
Traditions:
+manpower modifier
-cavalry cost
Lords of the mines of Wangara: +production efficiency
Imperial Jali: +prestige
Banco Buildings: -construction cost
Heirs of Wagadu: +yearly legitimacy
The Mansa’s Mithqals: +tax income modifier
Appointing the Farba’s: -national unrest
Gbara, The Grand Assembly: -advisor cost
Ambition:
+discipline
Mali furthermore gets a unique government form, with its own set of estates based on their historical castes, which were also drawn along cultural/ethnic lines. As certain estates gain power in your nation, they therefore have the chance to shift culture in certain provinces. This will, throughout the course of the game, simulate the expansion and migration of the Mande cultures.
The Malian government will ensure you are never in a regency, as the matrilineal inheritance of the Musa's made sure there were always plenty of heirs to the throne. But it will come at a price, with the associated Malian Succession Crisis being a unique disaster for Mali.
Now, we’re going to look at the fledging empire of Songhai, which historically would grow to be incredibly powerful and influential and which supplanted its former overlord of Mali as the regional hegemony. Its heartland lies on the banks of the Middle Niger. Here stands perhaps the greatest cities of West Africa: Gao. This ancient center of trade stands as the proud capital of Songhai, from where its formidable legions march forth.
Songhai starts the game ruled by the Sunni Suleiman, who is rather unexceptional but does have a young heir called Ali of tremendous skill. The later Sunni Ali Ber (the Great) may or may not have already lived in 1444; his reign starts at around 1463 and he lived till 1492 and we have little idea of how old he was upon ascension or death. Still, Sunni Ali is of such importance in Songhai and West African history that it seems altogether preferable that his existence is guaranteed at the start of the game.
Should he survive and rule, his martial skill will allow Songhai to dominate its neighbours militarily and quickly expand, much as it did historically.
At the start of the game, Songhai will be directed towards the conquest of Timbuktu, invited as it was historically by the city’s elite to drive out the Tuareg. They can in this way deny the Malians this prize city.
The conquest of Timbuktu will trigger a chain of events that has the player choose between embracing the city’s scholars, gaining technological advantages at a cost of increased unrest and autonomy in the city and the surrounding western islamic provinces, or expelling them as Sunni Ali did. The latter will make the city and its surroundings far easier to manage, but will grant the technological bonuses to a neighbouring power, likely the Tuareg (the scholars historically fled to Tuareg controlled Walata) and upset the Ulema.
Either way, Timbuktu remained independent-minded and autonomous throughout history and further events will simulate the enduring troubles the rulers of Songhai had in keeping a grip on the city as well as the central role it played in the governance of their empire.
There will be recurring events to install a Qadi in Timbuktu, with options to pick one from the local Aqit dynasty, increasing Ulema influence and local autonomy, but keeping unrest down and technological bonuses up. Alternatively, installing a rival candidate that is more open to direction from Gao, will result in the curtailing of the Ulema’s power at the cost of risking local rebellion.
Having conquered Timbuktu the Songhai historically sought to gain dominion over that other great city: Djenne. A successful siege of the city’s mighty walls will trigger the event The Surrender of Djenne, which will mirror written history in offering the ruler of Songhai a royal marriage with and vassalage over Djenne. Choosing this option will immediately end the war with Djenne’s overlord Mali. Alternatively, Songhai may continue the war and create a peace-deal of its own making.
Then, there is the ‘Rise of Tengela’ event, triggered when the province of Kaniaga within Mali is of Fulani culture (and renamed Futa Kingui) while still under the rule of Mali. Spawning religious rebels led by the fierce islamist Tengela/Tenguela, this historically leads the Malian governor of the area, the Sultan of Diara, to invite Songhai intervention, granting it claims on the entire area of Wagadu.
Sunni Ali’s death (or that of a similarly skilful monarch) will trigger an event chain that sees the rise of the Askia dynasty, and the ‘Consolidation of the West’. These events require Songhai to have expanded into the lands of the Mali Empire. These lands will then spawn pretender rebels, challenging the perceived heathen rule of the Sunni’s.
Following this path will lead the Soninke-cultured pretender Muhammed Ture to become the new ruler, establishing the Askia dynasty and set Songhai on a path tilted more to the west, administrative consolidation and pious muslim rule. While going with the Askia’s may be historically preferable, choosing to stay true to the Sunni dynasty may set the Songhai player upon an alternative path, embracing native African religious practices and confronting neighbouring muslim powers with military might and ruthlessness.
The Consolidation of the West events will allow Songhai to set up the regional administrative center at Tindirma in the province of Kurmina/Dirma, adding much development there and reducing unrest in the western regions as well as curtailing the influence of the Ulema, who continuously challenge Songhai rule from Timbuktu and other western islamic scholarly centers.
Like the historical empire, Songhai’s national ideas are heavily focused on military might.
Songhai ideas:
Traditions:
+Infantry combat ability
+leader without upkeep
Independence from Mali: +army tradition
Acceptance of pagan subjects: +tolerance of heathens
Masters of the Horse: -cavalry cost
Conscripting the Captured: +manpower modifier
Trade cities of the Middle Niger: +global trade power
Patrons of Islam: +institution spread
Heart of the Salt Trade: +caravan power
Ambition:
+discipline
The Songhai mission tree will have two separate branches: one focuses on expansion to the west and the dismantling of the Mali Empire. After conquering Timbuktu, Goa’s eyes are set on Walata, as well as the subjugation of Djenne. Conquering the area of Wagadu, the heartland of Ghana of yore, will gain it legitimacy as well as drive Songhai to become the very ‘masters of gold’ themselves; conquering the Mandinge core territories and the valuable goldfields.
The other branch focuses on securing the Songhai heartland against both Mossi and Tuareg raiders. Subjugating the Tuareg and the conquest of their centers of the trans-saharan trade to the north, might lead Gao to become the greatest trade city in the region. Developing Goa’s fortifications and institutes of islamic learning will extend Songhai’s influence over fellow muslims in the region as well as lead to legitimate and divinely inspired war with the heathen neighbours to the south.
Raiders & Traders: the Tuareg, Mossi and Hausa
So let us now have a look at Songhai's neighbours: three peoples, all formidable but disunited, all masters of either horse or camel and all bordering greater and more united empires: the restless Tuareg tribes, the proud Mossi kingdoms and the pious Hausa citystates.
We’ll start in the north, where shrub-land gives way to rocky deserts and shifting sands. This is the home of the Tuareg, whose caravans dominate the trans-Saharan trade in salt and gold, and whose raiders pose a continuous threat to all the sedentary peoples of the Sahel.
-The Tuareg Lands
In the current version of the game the Tuareg are represented by the nations of Timbuktu and Air. Now, while Timbuktu had been recently conquered by the Tuareg at the start of the game, representing them as Timbuktu is a bit of a misrepresentation. Not long after, the muslim elite of the city would in fact invite the Songhai to ‘liberate’ their city from the Tuareg.
The Tuareg are therefore getting an overhaul. Their territory will be split up in three tribal confederacies: the Kel Attaram in the western deserts, the Kel Ayr in the eastern mountains, and the minor hill tribes of Kel Adagh in between them. We’ve chosen to rename Air to distinguish them more prominently as being Tuareg and to reinforce the similarities with the other two.
All three will share the Tuareg idea set:
Tuareg Ideas:
Traditions:
+Looting speed
-Land Attrition
Legacy of Queen Tel Hinan: +land leader manoeuvre
Masters of the Camel: +cavalry combat ability
Imajagha: +army tradition
The Azalai: +caravan power
Wearing the Tagelmust: +prestige
Ineslemen teachings: +missionary strength
Controlling the Salt Trade: +global trade power
Ambition:
-Shock damage received
In revamped West Africa, the Tuareg will now be among the few who have not yet embraced Feudalism in their nations (although it should be present in the province of Timbuktu). This may eventually set them back by a bit compared to their neighbours, but at the beginning of the game they will still proof a formidable opponent to any ambitious ruler of Songhai, Mali or the Hausa city states, as they command powerful cavalry armies. These are supported through the trade income produced in such valuable centers of commerce as Timbuktu, Walata and Agadez, as well as productive mines of salt in Tadmekka and Taghaza and copper in Takedda.
The Tuareg mission tree will focus on consolidating the Tuareg tribes, as well as extending their trade routes and connecting the Sahel region with those of North Africa; their ultimate goal, to dominate all the ‘shores’ of that great sea that is the Sahara, that their caravans may travel uncontested from Marrakesh to Kano, and from Timbuktu to Tunis. Uniting the Tuareg lands allows any of the three tribal confederacies to form Kel Tamacheq, raising it up to kingdom level.
South of Timbuktu, on the other side of the great Niger, the Mossi rule. Masters of horses, these fierce warriors have been a constant threat to the imperial powers on the banks of the river.
The Mossi Empire has been split up into its constituent parts, as it was not a unified entity but consisted of several autonomous kingdoms. The Moro Nabe, or the ‘Head of the World’, as the ruler of the most powerful of these states, Wagadugu (Ouagadougou) was called, is often called the ‘Mossi Emperor’, but this is a gross misnomer, as he had no authority over the other Mossi kings. All of them traced their royal lineage back to the legendary Mossi ancestor Wedraogo, and his parents Riale and Yannenga, and were thus considered equals. There were around 20 Mossi states, but for obvious reasons only the more powerful of these are represented. Five Mossi kingdoms of the time are now playable.
Tenkodogo is the ancient and cultural heartland of the Mossi, although it has since fallen from its prime position of power. Yatenga is an up and coming kingdom whose rise has come at the cost of the kingdom of Zandoma, of which only a small part remains. Having recently wrestled control over Dogon lands from the Mali Empire Yatenga now controls easily defendable high ground in Haayre as well as the fortified cliff villages of Bandiagara, thus blocking any attempts by both the Mali and Songhai empires to make inroads into Mossi territory. To the south looms it’s main rival: Wagadugu, the preeminent power in the Mossi lands. Gurma is the easternmost of the Mossi kingdoms and a venerable state based around the prosperous markettown of Bingo, or Fada N’Gourma, where fine cloth and carpets are manufactured.
-The Mossi Lands
All five Mossi kingdoms share the slightly revamped Mossi Ideas, which emphasize their warrior culture and their unmatched horsemanship:
Mossi Ideas:
Traditions:
+diplomatic relation
+cavalry flanking ability
Raiding the Savannah Empires: +looting speed
Warrior-huntsmen: +army morale recovery speed
Descendants of Wedraogo: -cavalry combat ability
Riale & Yannenga: +yearly legitimacy
Rule of the Moro Naba: +vassal force limit contribution
Powers of the Nakomse: +monthly autonomy change
Masks of the Nyonyose: +tolerance of the true faith
Ambition:
+Shock damage dealt
Despite ancient rivalries and a constant struggle for preeminence the Mossi kingdoms retain close ties to eachother as well as to the Dagomba nations to the south. Their numerous diplomatic relations as well as there powerful cavalry complicate any foreign attempts to gain control over the Mossi, even by the powerful muslim states that surround them.
Mossi players must pick a side in the rivalry between Wagadugu and Yatenga, protect the smaller kingdoms from foreign encroachment and solidify their lands, uniting all Mossi, that the Mossi Empire might indeed become worthy of its name.
Now, let’s move east and look at the Hausa, a historically very important people in a rather rich and well developed region. The Hausa are pious muslims, and their cities, Kano in particular, are great centers of learning and scholarship, as well as rich centers of trade.
Hausaland has been divided into quite a lot of provinces, and most of the Hausa states are now represented. Besides developing the area more, this represents the divided nature of the Hausa states, which in their disunity historically were unable to effectively withstand the dominating influence of both the Songhai and Bornu empires that neighboured them.
-Hausaland
A Hausa player will therefore seek to unite the Hausa territories as soon as possibly and the mission tree will provide guidance in doing so. In Hausa legend there are seven true Hausa cities, founded by the sons of the legendary founder Bawo. These are Biram, Daura, Kano, Rano, Katsina, Gobir and Zazzau (or Zaria). Uniting these cities by either conquest or diplomatic means will be the primary mission of any Hausa player, and each will bring its own reward. Biram, as the heart of Hausa government brings prestige and legitimacy; Kano and Rano, the ‘chiefs of indigo’ will bring increased productivity; Katsina and Daura, the ‘chiefs of the market’ will bring tradepower, while Zazzau, the ‘chief of slaves’ will lower construction cost of buildings and Gobir, the ‘chief of war’ will grant manpower and military might.
Having completed the unification of Hausaland, the Hausa mission three will next lead it into those lands traditionally considered in the Hausa sphere of influence. In legend these were the bastard realms: Zamfara and Kebbi, who in fact share Hausa culture, Yauri (initially under the dominion of Kebbi); Gwari (under Zazzau); Kwararafa, a Jukun kingdom to the east; the Nupe kingdom to the south and Ilorin, or the Yoruba lands across the Niger.
Hausa Ideas:
Traditions:
+cavalry combat ability
-advisor cost
The Kano Chronicles: +prestige
Amina’s Walls: +fort defense
Kurmi Market: +provincial trade power
Ajami: +institution spread
Indigo dyes of Kano: +goods produced modifier
Gobarau Minaret: +missionary strenght
Kokawa: +discipline
Ambition: -development cost
A Hausa city state that manages to unite the core Hausa lands can form the tag Hausa. Later in the game, Hausa states that have embraced the Fulani as an accepted culture and own the province of Gobir can also form Sokoto, a powerful Fulani Jihad state, with which they can launch many a holy war into the heathen lands to the south.
Fetishising West Africa
Finally, we will be looking at the fetishist kingdoms of the south, around the Bight of Benin and its hinterland. Here, powerful and rich kings and priest-chiefs keep traditional practices alive and industrious artisans work bronze, glass and cloth into remarkable artworks.
The greatest amongst the fetishist states is the Empire of Oyo, which once held many of its neighbours under vassalage and demands diplomatic and religious deference throughout the region. It produces both glass and copper works of art and sits on the trade routes along the Niger, making it a rich and productive land. Although the Alafins rule from Oyo-Ile, the true heart of the realm is the religious center of Ile-Ife. Control of it grants Oyo, or any fetishist nations who manages to gain control of it a global modifier: the City of 401 Deities, which rewards missionary strength and tolerance of the true faith. Fetishist nations who hold the City of 401 Deities gain improved opinion with all neighbouring fetishists, but any heathen occupation of the sacred site will instead penalise the holder with diminished opinion.
Oyo Ideas:
Traditions:
+Infantry combat ability
+Tolerance of the true faith
Keepers of the Oracle of Ife: +diplomatic reputation
Workshops of Igbo Olokun: +production modifier
Council of the Oyo Mesi: +possible advisor
Festival of Orun: -national unrest
Eso Ikoyi riders: +cavalry combat ability
Ilari Eunuchs: +spy network creation
Army reforms of Orompoto: +discipline
Ambition: +Legitimacy
The Oyo missions will aid any player seeking to restore the Oyo Empire to its former glory and solidify its preeminent position amongst fetishist nations, eventually leading it to confront the powerful muslim states to its north and spread native religious practices far and wide.
To the south Oyo’s main contenders are the states of Allada and Benin, staring each other down across the Bight of Benin. It is hard to talk about this particular region without addressing slavery. The Slave Coast is situated here, where European forts dominated the shoreline and sent countless enslaved Africans to the New World. To simulate the interest of countless nations for this particular real estate, a global modifier will be triggered by owning and having a fort on any of the initially uncolonised provinces of the Slave Coast area. This will, much like the age bonus, increase development (base production) in any colony in the New World.
-The state/area of the Slave Coast, four provinces the control of which will grant a powerful boost to colonisers of the New World.
The New World is affected in another way by slavery as well, as uncolonised jungle, highland or mountain provinces that border two provinces that produce either Sugar, Cotton, Tobacco or Coffee have a chance to spawn a Maroon nation, OPM’s with either Yoruba, Akan or Kongolese culture and ideas.
While Africans in the Guinea region get a trade modifier for every western nation present on the Slave Coast (up to 40%, 10% for each province in the area), the foreign presence also allows destabilising dynamic events. While Europeans are present, provinces in the vicinity that are particularly devastated will have a chance to have their trade good changed to Slaves, potentially disastrous considering the trade goods initially present, such as Dyes, Ivory, Cloth and Tropical Wood, which are often more valuable.
Because Africans were in no way passive bystanders in the slave trade, let us now focus on the two main actors on the Bight: Allada and Benin, contrasted heavily in their dealings with slavery. Allada was the primary slaving state in the region and main partner to European powers engaged in the trade. Allada starts with a rich vassal in Hueda, which holds the main trading port in Whydah, but will face some difficulty when the state of Dahomey emerges in its northern province of Abomey.
Allada, Hueda and Dahomey will share Fon culture and Fon ideas:
Fon Ideas
Traditions:
+Merchant
-Land attrition
Centers of the Slave Trade: +global trade power
Slave hunts: +manpower modifier
Cult of Pythons: +religious unity
Annual Customs: +tax modifier
Grand Palaces: -construction cost
Migan and Mehu: -stability cost modifier
Dahomey Amazons: +discipline
Ambition: +Diplomatic relations
In stark contrast to Allada, Benin has a decision to altogether denounce the slave trade. Historically, as the slave trade increasingly took over local markets the Oba’s of Benin considered its effects to be malicious and banned the trade (in male slaves, a distinction we cannot make in game, but seeing as in contrast to the trans-saharan slave trade, the transatlantic slave trade dealt primarily in enslaved males, the impact of the ban should not be disregarded). The decision can be undone, as was also historically the case, though this will affect the kingdom’s stability.
The decision to stop trading slaves will remove the slaves trade good from any province owned by Benin, at a severe penalty to global trade power. Furthermore, any nations trading in slaves will have a decreased opinion of Benin. Taking this course will not only diplomatically and commercially isolate Benin, but also lead to confrontation with Allada.
Developments around the initially uncolonised province of Eko, a mangrove-filled marshland where many escaped slaves fled, will be the prime cause of friction. Not long after the start-date Benin set up a military outpost here, an event that should be mimicked in-game. The province has huge potential, as it is here that the great city of Lagos would eventually arise. This can happen when Oyo no longer exists, as that historical development caused the local trade routes to shift. The event ‘Fall of Oyo, rise of Lagos’, will spawn a center of trade, turn it from marsh to farmlands and rename the province Lagos.
The mission tree for Benin has two distinct branches. One is focused on gaining control of the Niger delta, then follows the great river upstream, leading Benin to eventually confront and supplant the regional hegemony of Oyo. Replacing Oyo as the chief religious authority amongst the fetishist nations of the region will set Benin on course to subjugate Oyo’s former vassals and tributaries.
The other branch focuses on the coast and requires the nation to either confront or embrace the slave trade. It will set it on a ramming course with the great slaving states on the Bight of Benin: initially primarily Hueda and Allada, but later with whatever European powers have settled on the Slave Coast. Depending on the choices made, following this path might eventually lead Benin across the seas to either take control of the trade itself or exterminate the malicious practices even in the great slave entrepots of the New World.
Benin/Benni ideas:
Traditions:
-Fort maintenance
+Land leader siege
Rule of the great Oba’s: +legitimacy
Descendants of Oranmiyan: +morale of armies
Carvers of Ivory & Wood: +production
Walls of Edo: +fort defence
Benin Bronzes: -prestige decay
Controlling the River Trade: +provincial trade power
Kingdom of the Forest: +enemy land attrition
Ambition: +army tradition
To the east of Benin lay some minor fetishist nations, the alliterative OPM’s of Igbo, Ibani, Igala and Idoma. Together they represent the countless small states that rose and fell in this area in the game’s timespan. The most famous of these peoples are the Igbo, who can embrace either monarchical government, where rule is handed to a king called the Obi, or become a theocracy under a priest-king called the Eze (thus representing the state of Nri). Their ideas emphasise their adaptiveness and embracing of new technology and ideas. The other OPM’s will all have unique idea sets as well.
The state of Calabar can spawn in the province of the same name after Europeans have settled on the Slave Coast, and will become a major slave entrepot. It will share the Ijaw ideas with Ibani.
Igbo Ideas:
Traditions:
+Diplomatic reputation
-Technology cost
Cult of Eri: + religious unity
Legacy of Eze Aroli: +stability modifier
Nze na Ozo: +possible advisor
Isusu: -interest rate
Nsibidi script: +prestige
Slave treatment: -unrest
Embracing the new faith: +missionary strength
Ambition: -Advisor cost
Igala Ideas:
Traditions:
+Looting speed
-Shock damage received
Ebule Jonu: -stability cost modifier
Legacy of Ayegba: +morale or armies
The Igala Mela: -advisor cost
Royal Oka beads: +prestige
Custodians of the Earth Shrine: +religious unity
Power of the Attama: -national unrest
Spirit of Onoja Oboni: -aggresive expansion impact
Ambition: -Fort maintenance
Idoma Ideas:
Ambitions:
+Looting speed
-Infantry cost
Children of Iduh: +discipline
Related neighbours: +diplomatic reputation
Yam cultivation: +goods produced
Ogirinya dancing: morale of armies
Okoho bush food: -attrition
Aje Alekwu festival: -national unrest
Legacy of Eri: +chance of new heir
Ambition: +Army tradition
Ijaw Ideas:
Traditions:
-Ship cost
+Land leader manoeuvre
Masters of the Mangrove: +attrition for enemies
Slave Raids: +production
Navigating the Creeks: +naval tradition
Middlemen to the Coastal traders: +diplomat
Bight of Bonny Trade: +global trade power
Appeasing the Owuamapu: +religious unity
Slave Entrepots: -upgrade trade center cost
Ambition: +Tolerance of heathens
-The Akan, Fon and Dagomba lands
In contrast to these small chiefdoms situated in the remote corner of fetishist West Africa, there are realms to the west where traditional practices have to be maintained in spite of the proximity of influential islamic empires and the coming and going of Dyula and Hausa merchants. The most well-known of these are likely the states of the Akan peoples. Their lands are rich in valuable forest products which are in high demand abroad: kola nuts, tropical wood as well as gold. Both the towns of Bonduku and Bighu are thus important centers of trade, connecting the forest realm to the savannahs to the north and the trans-saharan trade beyond. The most famous Akan state, that of Ashanti, arises in the provinces of Kumasi and Denkyira only after the start date of the game, but the Akan ideas are also wielded by Gyaman and Bonoman.
Akan ideas:
Traditions:
+Yearly prestige
+Looting speed
Picking the Daakyehene: +chance of new heir
Bronze goldweights: +yearly inflation reduction
Fante traders: +provincial trade power
Slave Loggers: -development cost
Anansesem, ‘spider stories’, +tolerance of the true faith
Kente Weaving: +goods produced modifier
Administrating Akanman: +governing capacity
Ambition: +Infantry combat ability
The other mayor player in this area is Dagbon, a kingdom of the Dagomba, brethren to the powerful Mossi. In the decades preceding the start-date they have set up and expanded their formidable state. Like the Mossi they are excellent horsemen and through their cavalry, as well as their prime location on trade routes of the kola nut trade (the trading town of Salaga was known as the Timbuktu of the south) are in a prime position to expand and gain regional hegemony. They have a unique set of ideas:
Dagomba ideas:
Traditions:
+Cavalry combat ability
+Provincial trade power
Tales of Tohajie the Red Hunter: -national unrest
The Lions of Dagbon: +prestige
The Fire Festival of Bugum Chugu: +religious unity
Administration of the Tindamba: +national tax modifier
Beating the Gungon: +morale of armies recovery
The Yendi Skin: +legitimacy
Forming the Kambonse: +infantry combat ability
Ambition: -Years of separatism
Now, the existence of many more fetishist nations significantly adds to the diversity of the religion, which along with some revisions, results in the list of Cults available in West Africa to the following:
Cult of Kpate - Hueda (+trade power)
Cult of Alekwu - Idoma (-aggressive expansion impact)
Cult of Eri - Igbo (+chance of new heir)
Cult of Roog - Serer countries (-land attrition)
Cult of Yemoja - Yoruba countries (-naval maintenance)
Cult of Ogun - Yoruba countries (+production efficiency)
Cult of Shango - Yoruba countries (+legitimacy)
Cult of Nyame - Akan countries (+diplomatic reputation)
Cult of Anansi -Akan countries (+spy network creation)
Cult of the Vodun - Fon countries (-advisor cost)
Cult of Ouedraogo - Mossi countries (+cavalry combat ability)
Cult of Wende - Mossi countries (+stability cost modifier)
That’s it for the fetishist nations of the south, as well as our look around the different corners of West Africa. What remains are some other ideas and maps I’ve worked out along the way, an addendum if you will: a few general notes on the region as well as some overview maps in different map modes, showing revised culture groups, trade nodes and terrain.
Concerning the latter, the current terrain in West Africa is very uniform and while it is understandable to a degree -the area is made up of climatological and geographical ‘belts’ that run from west to east- I still feel more could be done to spruce it up a bit. It seems strange for example that provinces literally named for the ranges of hills or mountains that are located there, such as Atokora, are not of the corresponding terrain type.
-Terrain Map, with Savannah in yellowish green and Steppes in lighter yellow.
I have added several mountain/highland (brown) provinces, where it could reasonably be justified, although some of these are more of plateaus in real life. Also notable is the range of hills (grey) on the banks of the Niger near Djenne, which is the geological features that makes the Niger take its wide bend. It should also help to represent the historical strategic interest of both the empires to the west and north of this defensible terrain, as well as the Mossi raiders to its east in securing this region. Besides the extensive marshlands of the inland Niger Delta, another notable feature is the inclusion of farmland/drylands (bright green) in areas that were particularly well developed agriculturally or suitable for doing so, such as the riverbanks in Futa Tooru and Ilorin and the heartland of Songhai.
Concerning culture, this is a very tricky issue in West Africa, as there are many smaller ethnic and cultural entities that simply cannot all be implemented without the cultural map mode becoming a mess. I have tried to add diversity while keeping the culture groups reasonably clean. My setup leaves the Dogon as a cultural anomaly, not being part of any group, but this reflects the real life situation and simulates historical difficulties for outsiders to control this area. The Tuareg are not part of any West African group, but should instead be connected to a North African group which includes the Berbers as well, or be part of a group which includes Mauritanian peoples should that area see a rework. (They could ofcourse be added to the Sahelian group, but it would make this group exceedingly large.)
-Cultures and Culture Groups
Then there is trade. Here, I’ve tried to come up with a situation that should both increase dynamics as well as mimic the historical situation where the flow of trade changes from initially going through the Sahara to later being circumvented by Atlantic trade. To that end, I have added two trade nodes (Volta and Senegal) which feed into both the Ivory Coast as well as the Niger node. Initially, with few of the trade centers on the Ivory Coast actually in the hands of states, and the highest level trade centers in the region being situated on the Niger, the flow of trade here should go inland and thus to the powers that control Djenne, Timbuktu and Gao. As colonial powers secure the coastal trade centers they can start pulling this trade into the Ivory Coast and on towards Europe to the detriment of the inland African empires and the trans-Saharan trade. The shape of the Niger node is such that colonial powers can also tap into it and compete with the ancient trans-Saharan entrepots by conquering the lower reaches of the Niger and gaining control of the the trade centers of Yorubaland and Hausaland.
-Trade Nodes, with centers of trade and their initial levels displayed.
As for trade goods, I have not filled out an entire map, but there is definitely room to diversify and more accurately portray the wealth of fine luxury products that were produced in the region and lured merchants and explorers here from far and wide. African textiles in particular could use more representation, in the form of cloth producing provinces as well as cotton growing in areas where it was done historically.
In Senegambia, cotton was produced in Waalo and Futa Tooro, as well as salt in Trarza and cloth along the coastal provinces of Sine and Saloum. (Palm)wine was produced in Kasamansa, whereas slaves where gained in Galam and Cayor. Kiffa was and remains known for its glass beads. Ivory, livestock and grain can fill out most of the rest of the area.
The Mande heartlands should produce mostly grain and livestock, as well as wool on the edges of the desert, but ironworking was found in Tabon. The goldfields remain intact in Bambuk and Boure, but added are gems in Joma, where the trade center of Siguiri was known for the craftsmen who turned this gold into fine jewellery.
Along the upper Niger, Cotton was grown in Diagha and Kala. Following the river, Djenne should produce cloth and Mopti and Goundam fish, whereas Kabara, the river harbour of Timbuktu could produce naval supplies. The great library city itself should produce paper.
Of course there are the famous and valuable salt producing desert towns in Walata and Taghaza, as well as further east in Bilma.
The Mossi lands should produce mostly livestock, possibly wool and grain, but further to the south exotic goods such as Tropical Wood and Ivory, as well as spices (representing Kola Nuts) should be found. Bonduku in Gyaman was known for its salt. Denkyira should produce gold when Ashanti spawns there.
Cloth should be found in the Fon lands of Allada, as well as Cotton in Borgu and Bida along the lower Niger. In the heartland of Oyo refined artworks were made in Oyo Ile (copper) and Ile Ife (glass).
Of course the Hausa should produce valuable dyes, in Kano and Rano, as well as cotton in Funtua and Daura along with Iron in Zamfara. In the Air mountains, Takedda was home to fabled copper mines.
Then, there are some possible Monuments that could be added besides the already implemented Great Mosque of Djenne:
Walls of Benin, Oda
Local Defensiveness
-Unrest
-Stability Cost
Sankore University, Timbuktu
Institution Spread
Ulema Loyalty
-Technology Cost
Gobarau Minaret, Katsina
Missionary Strenght
Prestige
-Idea cost
Finally, here is my proposal for the state/areas in this new setup:
-State/Area Mapmode
That’s it for West Africa I hope you have enjoyed it and that I have piqued the interest of some of you for this region.
If you are interested, here's a list of reading I have used, amongst many online sources:
Michael A. Gomez, African Dominion: a New History of Emire in Early and Medieval West Africa
Martin Meredith, The Fortunes of Africa, a 5000-year History of Wealth, Greed and Endeavor
Francois-Xavier Fauvelle, The Golden Rhinoceros, Histories of the African Middle Ages
Toby Green, A Firstful of Shells, West Africa from the Rise of the Slave Trade to the Age of Revolution
Steve Kemper, A Labyrinth of Kingdoms, 10,000 Miles through Islamic Africa
Cheers!
(I am well aware that already announcements have been made that no further map changes will occur and am well aware of the futility of this excersize.)
Cheers!
Intro to West Africa
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. These suggestions seeks to remedy that, at least to a small extent.
Now, without further ado, let’s have a look at the regions new map:
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
Let's start by 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.
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.
Imperial Rivals: Mali & Songhai
Now, we’ll take a bit of a wider view of the region and focus on the two great powers of the Upper and Middle Niger, empires that dominated the region for many centuries and great rivals to boot: Mali and Songhai.
At the very heart of regional dynamics sits the Mali Empire, whose power has greatly diminished by the 15th century. It is plagued by succession crises, and former imperial provinces, in Kaabu and Djenne, have become so autonomous that they will be represented as subject states and will have to be integrated if imperial integrity is to be restored. Enemies are increasing in strength on every border of the Malian Empire. To the west, the states of Jolof have broken free from Mali and are looking to consolidate their power and expand into the Gambia region. On the eastern frontier, the Mossi kingdoms have chipped away at the border-provinces and are becoming increasingly bold in their raids. To the north, Tuareg tribes have recently taken the great city of Timbuktu and tightened their hold on the lucrative trans-saharan trade. Meanwhile, in the valleys of the Futa Tooro, the Fulani, as of yet unorganised, are stirring and seem set to create a powerful kingdom that will look to conquer the heartland of the former Ghana empire for legitimacy and power.
We’ve removed the nation of Macina, as there is no evidence this state existed in the 15th century. (It can be formed later in the game, as a Fulani Jihad state) Obviously, returning all those provinces to Mali, as well as giving it many others, will increase the Malians power greatly. This should be balanced however, by buffed development in Mali’s great rival: Songhai, as well as the power of two other competitors: Jolof and Mossi.
It should be noted that Mali finds itself without any friends in the region, and several events, such as the creation of Fulo, which has cores on some of Mali’s border provinces, will complicate their diplomatic situation further still. Furthermore, either truces or event-based claims will grant Songhai the opportunity to conquer the incredibly wealthy city of Timbuktu before the Malians are able to (re)take it and will set that military powerhouse on a westward collision course of expansion.
Mali’s territory contains several dormant tags, which can be released in order for the Empire to be more effectively carved up by its rivals. In the north, the successor state of the ancient Ghana empire Zafunu is still remembered. In the south of Mali, centred on the province of Bendugu, there is Binduku, a former ally and vassal of Mali that was incorporated into the empire. All of these will share separate branches of the Mande culture group, and share the new Mande national ideas.
The cultures of the Mande group are: Malinke in the core of Mali; Soninke in northern Mali; Bambara in the east; Dyola (in Kong), Boso (In Djenne) and Susu along the coast. Nations that form out of their separatists will have the Mande national ideas.
-The Mande Culture Group.
These ideas are especially tailored to reestablish the Mali empire, should it have fallen in the course of the game, which any Mande nation that controls the core Mandinge territories can do.
Mande ideas:
Traditions:
+infantry combat ability
+local autonomy decay
Jali: increased prestige & legitimacy
Rite of Kujangwoo: +discipline
Kora traditions: -national unrest
Sanankaya: +max accepted culture
Secret Societies: -stability cost modifier
Masters of the Savannah: -cavalry cost
Mande Wanderings: -culture conversion cost
Ambition:
+production modifiery
The Boso of Djenne will have their own unique national ideas, reflecting the unique character and needs of the great, venerable city.
Boso/Djenne Ideas:
Traditions:
+trade steering
+land leader manoeuvre
Masters of the River: +production modifier
Appeasing the water spirits: +tolerance of heathens
The fertile inland Niger Delta: +manpower modifier
Crossroads of Salt and Gold: +provincial trade power
The Great Mosque: +institution spread
The communal creppisage: -building construction cost
Walls of Old Djenne: +fort defense
Ambition:
+enemy attrition
The Mali empire itself keeps a unique idea set, although slightly altered. These are similar to Mande ideas, so that no essentials are lost upon forming it, but are more powerful and in line with an already established great empire.
Malian Ideas:
Traditions:
+manpower modifier
-cavalry cost
Lords of the mines of Wangara: +production efficiency
Imperial Jali: +prestige
Banco Buildings: -construction cost
Heirs of Wagadu: +yearly legitimacy
The Mansa’s Mithqals: +tax income modifier
Appointing the Farba’s: -national unrest
Gbara, The Grand Assembly: -advisor cost
Ambition:
+discipline
Mali furthermore gets a unique government form, with its own set of estates based on their historical castes, which were also drawn along cultural/ethnic lines. As certain estates gain power in your nation, they therefore have the chance to shift culture in certain provinces. This will, throughout the course of the game, simulate the expansion and migration of the Mande cultures.
| Estate | Culture | Bonuses |
| Horro (Nobles | Manpower, Army Tradition | |
| Dyula (Merchants) | Dyola Culture | Trade Power, Tolerance of Heathens |
| Nyamakala (Artisans) | Production, Prestige | |
| Jakhanke (Clergy) | Soninke Culture | Missionary Strenght, Stability |
The Malian government will ensure you are never in a regency, as the matrilineal inheritance of the Musa's made sure there were always plenty of heirs to the throne. But it will come at a price, with the associated Malian Succession Crisis being a unique disaster for Mali.
Now, we’re going to look at the fledging empire of Songhai, which historically would grow to be incredibly powerful and influential and which supplanted its former overlord of Mali as the regional hegemony. Its heartland lies on the banks of the Middle Niger. Here stands perhaps the greatest cities of West Africa: Gao. This ancient center of trade stands as the proud capital of Songhai, from where its formidable legions march forth.
Songhai starts the game ruled by the Sunni Suleiman, who is rather unexceptional but does have a young heir called Ali of tremendous skill. The later Sunni Ali Ber (the Great) may or may not have already lived in 1444; his reign starts at around 1463 and he lived till 1492 and we have little idea of how old he was upon ascension or death. Still, Sunni Ali is of such importance in Songhai and West African history that it seems altogether preferable that his existence is guaranteed at the start of the game.
Should he survive and rule, his martial skill will allow Songhai to dominate its neighbours militarily and quickly expand, much as it did historically.
At the start of the game, Songhai will be directed towards the conquest of Timbuktu, invited as it was historically by the city’s elite to drive out the Tuareg. They can in this way deny the Malians this prize city.
The conquest of Timbuktu will trigger a chain of events that has the player choose between embracing the city’s scholars, gaining technological advantages at a cost of increased unrest and autonomy in the city and the surrounding western islamic provinces, or expelling them as Sunni Ali did. The latter will make the city and its surroundings far easier to manage, but will grant the technological bonuses to a neighbouring power, likely the Tuareg (the scholars historically fled to Tuareg controlled Walata) and upset the Ulema.
Either way, Timbuktu remained independent-minded and autonomous throughout history and further events will simulate the enduring troubles the rulers of Songhai had in keeping a grip on the city as well as the central role it played in the governance of their empire.
There will be recurring events to install a Qadi in Timbuktu, with options to pick one from the local Aqit dynasty, increasing Ulema influence and local autonomy, but keeping unrest down and technological bonuses up. Alternatively, installing a rival candidate that is more open to direction from Gao, will result in the curtailing of the Ulema’s power at the cost of risking local rebellion.
Having conquered Timbuktu the Songhai historically sought to gain dominion over that other great city: Djenne. A successful siege of the city’s mighty walls will trigger the event The Surrender of Djenne, which will mirror written history in offering the ruler of Songhai a royal marriage with and vassalage over Djenne. Choosing this option will immediately end the war with Djenne’s overlord Mali. Alternatively, Songhai may continue the war and create a peace-deal of its own making.
Then, there is the ‘Rise of Tengela’ event, triggered when the province of Kaniaga within Mali is of Fulani culture (and renamed Futa Kingui) while still under the rule of Mali. Spawning religious rebels led by the fierce islamist Tengela/Tenguela, this historically leads the Malian governor of the area, the Sultan of Diara, to invite Songhai intervention, granting it claims on the entire area of Wagadu.
Sunni Ali’s death (or that of a similarly skilful monarch) will trigger an event chain that sees the rise of the Askia dynasty, and the ‘Consolidation of the West’. These events require Songhai to have expanded into the lands of the Mali Empire. These lands will then spawn pretender rebels, challenging the perceived heathen rule of the Sunni’s.
Following this path will lead the Soninke-cultured pretender Muhammed Ture to become the new ruler, establishing the Askia dynasty and set Songhai on a path tilted more to the west, administrative consolidation and pious muslim rule. While going with the Askia’s may be historically preferable, choosing to stay true to the Sunni dynasty may set the Songhai player upon an alternative path, embracing native African religious practices and confronting neighbouring muslim powers with military might and ruthlessness.
The Consolidation of the West events will allow Songhai to set up the regional administrative center at Tindirma in the province of Kurmina/Dirma, adding much development there and reducing unrest in the western regions as well as curtailing the influence of the Ulema, who continuously challenge Songhai rule from Timbuktu and other western islamic scholarly centers.
Like the historical empire, Songhai’s national ideas are heavily focused on military might.
Songhai ideas:
Traditions:
+Infantry combat ability
+leader without upkeep
Independence from Mali: +army tradition
Acceptance of pagan subjects: +tolerance of heathens
Masters of the Horse: -cavalry cost
Conscripting the Captured: +manpower modifier
Trade cities of the Middle Niger: +global trade power
Patrons of Islam: +institution spread
Heart of the Salt Trade: +caravan power
Ambition:
+discipline
The Songhai mission tree will have two separate branches: one focuses on expansion to the west and the dismantling of the Mali Empire. After conquering Timbuktu, Goa’s eyes are set on Walata, as well as the subjugation of Djenne. Conquering the area of Wagadu, the heartland of Ghana of yore, will gain it legitimacy as well as drive Songhai to become the very ‘masters of gold’ themselves; conquering the Mandinge core territories and the valuable goldfields.
The other branch focuses on securing the Songhai heartland against both Mossi and Tuareg raiders. Subjugating the Tuareg and the conquest of their centers of the trans-saharan trade to the north, might lead Gao to become the greatest trade city in the region. Developing Goa’s fortifications and institutes of islamic learning will extend Songhai’s influence over fellow muslims in the region as well as lead to legitimate and divinely inspired war with the heathen neighbours to the south.
Raiders & Traders: the Tuareg, Mossi and Hausa
So let us now have a look at Songhai's neighbours: three peoples, all formidable but disunited, all masters of either horse or camel and all bordering greater and more united empires: the restless Tuareg tribes, the proud Mossi kingdoms and the pious Hausa citystates.
We’ll start in the north, where shrub-land gives way to rocky deserts and shifting sands. This is the home of the Tuareg, whose caravans dominate the trans-Saharan trade in salt and gold, and whose raiders pose a continuous threat to all the sedentary peoples of the Sahel.
-The Tuareg Lands
In the current version of the game the Tuareg are represented by the nations of Timbuktu and Air. Now, while Timbuktu had been recently conquered by the Tuareg at the start of the game, representing them as Timbuktu is a bit of a misrepresentation. Not long after, the muslim elite of the city would in fact invite the Songhai to ‘liberate’ their city from the Tuareg.
The Tuareg are therefore getting an overhaul. Their territory will be split up in three tribal confederacies: the Kel Attaram in the western deserts, the Kel Ayr in the eastern mountains, and the minor hill tribes of Kel Adagh in between them. We’ve chosen to rename Air to distinguish them more prominently as being Tuareg and to reinforce the similarities with the other two.
All three will share the Tuareg idea set:
Tuareg Ideas:
Traditions:
+Looting speed
-Land Attrition
Legacy of Queen Tel Hinan: +land leader manoeuvre
Masters of the Camel: +cavalry combat ability
Imajagha: +army tradition
The Azalai: +caravan power
Wearing the Tagelmust: +prestige
Ineslemen teachings: +missionary strength
Controlling the Salt Trade: +global trade power
Ambition:
-Shock damage received
In revamped West Africa, the Tuareg will now be among the few who have not yet embraced Feudalism in their nations (although it should be present in the province of Timbuktu). This may eventually set them back by a bit compared to their neighbours, but at the beginning of the game they will still proof a formidable opponent to any ambitious ruler of Songhai, Mali or the Hausa city states, as they command powerful cavalry armies. These are supported through the trade income produced in such valuable centers of commerce as Timbuktu, Walata and Agadez, as well as productive mines of salt in Tadmekka and Taghaza and copper in Takedda.
The Tuareg mission tree will focus on consolidating the Tuareg tribes, as well as extending their trade routes and connecting the Sahel region with those of North Africa; their ultimate goal, to dominate all the ‘shores’ of that great sea that is the Sahara, that their caravans may travel uncontested from Marrakesh to Kano, and from Timbuktu to Tunis. Uniting the Tuareg lands allows any of the three tribal confederacies to form Kel Tamacheq, raising it up to kingdom level.
South of Timbuktu, on the other side of the great Niger, the Mossi rule. Masters of horses, these fierce warriors have been a constant threat to the imperial powers on the banks of the river.
The Mossi Empire has been split up into its constituent parts, as it was not a unified entity but consisted of several autonomous kingdoms. The Moro Nabe, or the ‘Head of the World’, as the ruler of the most powerful of these states, Wagadugu (Ouagadougou) was called, is often called the ‘Mossi Emperor’, but this is a gross misnomer, as he had no authority over the other Mossi kings. All of them traced their royal lineage back to the legendary Mossi ancestor Wedraogo, and his parents Riale and Yannenga, and were thus considered equals. There were around 20 Mossi states, but for obvious reasons only the more powerful of these are represented. Five Mossi kingdoms of the time are now playable.
Tenkodogo is the ancient and cultural heartland of the Mossi, although it has since fallen from its prime position of power. Yatenga is an up and coming kingdom whose rise has come at the cost of the kingdom of Zandoma, of which only a small part remains. Having recently wrestled control over Dogon lands from the Mali Empire Yatenga now controls easily defendable high ground in Haayre as well as the fortified cliff villages of Bandiagara, thus blocking any attempts by both the Mali and Songhai empires to make inroads into Mossi territory. To the south looms it’s main rival: Wagadugu, the preeminent power in the Mossi lands. Gurma is the easternmost of the Mossi kingdoms and a venerable state based around the prosperous markettown of Bingo, or Fada N’Gourma, where fine cloth and carpets are manufactured.
-The Mossi Lands
All five Mossi kingdoms share the slightly revamped Mossi Ideas, which emphasize their warrior culture and their unmatched horsemanship:
Mossi Ideas:
Traditions:
+diplomatic relation
+cavalry flanking ability
Raiding the Savannah Empires: +looting speed
Warrior-huntsmen: +army morale recovery speed
Descendants of Wedraogo: -cavalry combat ability
Riale & Yannenga: +yearly legitimacy
Rule of the Moro Naba: +vassal force limit contribution
Powers of the Nakomse: +monthly autonomy change
Masks of the Nyonyose: +tolerance of the true faith
Ambition:
+Shock damage dealt
Despite ancient rivalries and a constant struggle for preeminence the Mossi kingdoms retain close ties to eachother as well as to the Dagomba nations to the south. Their numerous diplomatic relations as well as there powerful cavalry complicate any foreign attempts to gain control over the Mossi, even by the powerful muslim states that surround them.
Mossi players must pick a side in the rivalry between Wagadugu and Yatenga, protect the smaller kingdoms from foreign encroachment and solidify their lands, uniting all Mossi, that the Mossi Empire might indeed become worthy of its name.
Now, let’s move east and look at the Hausa, a historically very important people in a rather rich and well developed region. The Hausa are pious muslims, and their cities, Kano in particular, are great centers of learning and scholarship, as well as rich centers of trade.
Hausaland has been divided into quite a lot of provinces, and most of the Hausa states are now represented. Besides developing the area more, this represents the divided nature of the Hausa states, which in their disunity historically were unable to effectively withstand the dominating influence of both the Songhai and Bornu empires that neighboured them.
-Hausaland
A Hausa player will therefore seek to unite the Hausa territories as soon as possibly and the mission tree will provide guidance in doing so. In Hausa legend there are seven true Hausa cities, founded by the sons of the legendary founder Bawo. These are Biram, Daura, Kano, Rano, Katsina, Gobir and Zazzau (or Zaria). Uniting these cities by either conquest or diplomatic means will be the primary mission of any Hausa player, and each will bring its own reward. Biram, as the heart of Hausa government brings prestige and legitimacy; Kano and Rano, the ‘chiefs of indigo’ will bring increased productivity; Katsina and Daura, the ‘chiefs of the market’ will bring tradepower, while Zazzau, the ‘chief of slaves’ will lower construction cost of buildings and Gobir, the ‘chief of war’ will grant manpower and military might.
Having completed the unification of Hausaland, the Hausa mission three will next lead it into those lands traditionally considered in the Hausa sphere of influence. In legend these were the bastard realms: Zamfara and Kebbi, who in fact share Hausa culture, Yauri (initially under the dominion of Kebbi); Gwari (under Zazzau); Kwararafa, a Jukun kingdom to the east; the Nupe kingdom to the south and Ilorin, or the Yoruba lands across the Niger.
Hausa Ideas:
Traditions:
+cavalry combat ability
-advisor cost
The Kano Chronicles: +prestige
Amina’s Walls: +fort defense
Kurmi Market: +provincial trade power
Ajami: +institution spread
Indigo dyes of Kano: +goods produced modifier
Gobarau Minaret: +missionary strenght
Kokawa: +discipline
Ambition: -development cost
A Hausa city state that manages to unite the core Hausa lands can form the tag Hausa. Later in the game, Hausa states that have embraced the Fulani as an accepted culture and own the province of Gobir can also form Sokoto, a powerful Fulani Jihad state, with which they can launch many a holy war into the heathen lands to the south.
Fetishising West Africa
Finally, we will be looking at the fetishist kingdoms of the south, around the Bight of Benin and its hinterland. Here, powerful and rich kings and priest-chiefs keep traditional practices alive and industrious artisans work bronze, glass and cloth into remarkable artworks.
The greatest amongst the fetishist states is the Empire of Oyo, which once held many of its neighbours under vassalage and demands diplomatic and religious deference throughout the region. It produces both glass and copper works of art and sits on the trade routes along the Niger, making it a rich and productive land. Although the Alafins rule from Oyo-Ile, the true heart of the realm is the religious center of Ile-Ife. Control of it grants Oyo, or any fetishist nations who manages to gain control of it a global modifier: the City of 401 Deities, which rewards missionary strength and tolerance of the true faith. Fetishist nations who hold the City of 401 Deities gain improved opinion with all neighbouring fetishists, but any heathen occupation of the sacred site will instead penalise the holder with diminished opinion.
Oyo Ideas:
Traditions:
+Infantry combat ability
+Tolerance of the true faith
Keepers of the Oracle of Ife: +diplomatic reputation
Workshops of Igbo Olokun: +production modifier
Council of the Oyo Mesi: +possible advisor
Festival of Orun: -national unrest
Eso Ikoyi riders: +cavalry combat ability
Ilari Eunuchs: +spy network creation
Army reforms of Orompoto: +discipline
Ambition: +Legitimacy
The Oyo missions will aid any player seeking to restore the Oyo Empire to its former glory and solidify its preeminent position amongst fetishist nations, eventually leading it to confront the powerful muslim states to its north and spread native religious practices far and wide.
To the south Oyo’s main contenders are the states of Allada and Benin, staring each other down across the Bight of Benin. It is hard to talk about this particular region without addressing slavery. The Slave Coast is situated here, where European forts dominated the shoreline and sent countless enslaved Africans to the New World. To simulate the interest of countless nations for this particular real estate, a global modifier will be triggered by owning and having a fort on any of the initially uncolonised provinces of the Slave Coast area. This will, much like the age bonus, increase development (base production) in any colony in the New World.
-The state/area of the Slave Coast, four provinces the control of which will grant a powerful boost to colonisers of the New World.
The New World is affected in another way by slavery as well, as uncolonised jungle, highland or mountain provinces that border two provinces that produce either Sugar, Cotton, Tobacco or Coffee have a chance to spawn a Maroon nation, OPM’s with either Yoruba, Akan or Kongolese culture and ideas.
While Africans in the Guinea region get a trade modifier for every western nation present on the Slave Coast (up to 40%, 10% for each province in the area), the foreign presence also allows destabilising dynamic events. While Europeans are present, provinces in the vicinity that are particularly devastated will have a chance to have their trade good changed to Slaves, potentially disastrous considering the trade goods initially present, such as Dyes, Ivory, Cloth and Tropical Wood, which are often more valuable.
Because Africans were in no way passive bystanders in the slave trade, let us now focus on the two main actors on the Bight: Allada and Benin, contrasted heavily in their dealings with slavery. Allada was the primary slaving state in the region and main partner to European powers engaged in the trade. Allada starts with a rich vassal in Hueda, which holds the main trading port in Whydah, but will face some difficulty when the state of Dahomey emerges in its northern province of Abomey.
Allada, Hueda and Dahomey will share Fon culture and Fon ideas:
Fon Ideas
Traditions:
+Merchant
-Land attrition
Centers of the Slave Trade: +global trade power
Slave hunts: +manpower modifier
Cult of Pythons: +religious unity
Annual Customs: +tax modifier
Grand Palaces: -construction cost
Migan and Mehu: -stability cost modifier
Dahomey Amazons: +discipline
Ambition: +Diplomatic relations
In stark contrast to Allada, Benin has a decision to altogether denounce the slave trade. Historically, as the slave trade increasingly took over local markets the Oba’s of Benin considered its effects to be malicious and banned the trade (in male slaves, a distinction we cannot make in game, but seeing as in contrast to the trans-saharan slave trade, the transatlantic slave trade dealt primarily in enslaved males, the impact of the ban should not be disregarded). The decision can be undone, as was also historically the case, though this will affect the kingdom’s stability.
The decision to stop trading slaves will remove the slaves trade good from any province owned by Benin, at a severe penalty to global trade power. Furthermore, any nations trading in slaves will have a decreased opinion of Benin. Taking this course will not only diplomatically and commercially isolate Benin, but also lead to confrontation with Allada.
Developments around the initially uncolonised province of Eko, a mangrove-filled marshland where many escaped slaves fled, will be the prime cause of friction. Not long after the start-date Benin set up a military outpost here, an event that should be mimicked in-game. The province has huge potential, as it is here that the great city of Lagos would eventually arise. This can happen when Oyo no longer exists, as that historical development caused the local trade routes to shift. The event ‘Fall of Oyo, rise of Lagos’, will spawn a center of trade, turn it from marsh to farmlands and rename the province Lagos.
The mission tree for Benin has two distinct branches. One is focused on gaining control of the Niger delta, then follows the great river upstream, leading Benin to eventually confront and supplant the regional hegemony of Oyo. Replacing Oyo as the chief religious authority amongst the fetishist nations of the region will set Benin on course to subjugate Oyo’s former vassals and tributaries.
The other branch focuses on the coast and requires the nation to either confront or embrace the slave trade. It will set it on a ramming course with the great slaving states on the Bight of Benin: initially primarily Hueda and Allada, but later with whatever European powers have settled on the Slave Coast. Depending on the choices made, following this path might eventually lead Benin across the seas to either take control of the trade itself or exterminate the malicious practices even in the great slave entrepots of the New World.
Benin/Benni ideas:
Traditions:
-Fort maintenance
+Land leader siege
Rule of the great Oba’s: +legitimacy
Descendants of Oranmiyan: +morale of armies
Carvers of Ivory & Wood: +production
Walls of Edo: +fort defence
Benin Bronzes: -prestige decay
Controlling the River Trade: +provincial trade power
Kingdom of the Forest: +enemy land attrition
Ambition: +army tradition
To the east of Benin lay some minor fetishist nations, the alliterative OPM’s of Igbo, Ibani, Igala and Idoma. Together they represent the countless small states that rose and fell in this area in the game’s timespan. The most famous of these peoples are the Igbo, who can embrace either monarchical government, where rule is handed to a king called the Obi, or become a theocracy under a priest-king called the Eze (thus representing the state of Nri). Their ideas emphasise their adaptiveness and embracing of new technology and ideas. The other OPM’s will all have unique idea sets as well.
The state of Calabar can spawn in the province of the same name after Europeans have settled on the Slave Coast, and will become a major slave entrepot. It will share the Ijaw ideas with Ibani.
Igbo Ideas:
Traditions:
+Diplomatic reputation
-Technology cost
Cult of Eri: + religious unity
Legacy of Eze Aroli: +stability modifier
Nze na Ozo: +possible advisor
Isusu: -interest rate
Nsibidi script: +prestige
Slave treatment: -unrest
Embracing the new faith: +missionary strength
Ambition: -Advisor cost
Igala Ideas:
Traditions:
+Looting speed
-Shock damage received
Ebule Jonu: -stability cost modifier
Legacy of Ayegba: +morale or armies
The Igala Mela: -advisor cost
Royal Oka beads: +prestige
Custodians of the Earth Shrine: +religious unity
Power of the Attama: -national unrest
Spirit of Onoja Oboni: -aggresive expansion impact
Ambition: -Fort maintenance
Idoma Ideas:
Ambitions:
+Looting speed
-Infantry cost
Children of Iduh: +discipline
Related neighbours: +diplomatic reputation
Yam cultivation: +goods produced
Ogirinya dancing: morale of armies
Okoho bush food: -attrition
Aje Alekwu festival: -national unrest
Legacy of Eri: +chance of new heir
Ambition: +Army tradition
Ijaw Ideas:
Traditions:
-Ship cost
+Land leader manoeuvre
Masters of the Mangrove: +attrition for enemies
Slave Raids: +production
Navigating the Creeks: +naval tradition
Middlemen to the Coastal traders: +diplomat
Bight of Bonny Trade: +global trade power
Appeasing the Owuamapu: +religious unity
Slave Entrepots: -upgrade trade center cost
Ambition: +Tolerance of heathens
-The Akan, Fon and Dagomba lands
In contrast to these small chiefdoms situated in the remote corner of fetishist West Africa, there are realms to the west where traditional practices have to be maintained in spite of the proximity of influential islamic empires and the coming and going of Dyula and Hausa merchants. The most well-known of these are likely the states of the Akan peoples. Their lands are rich in valuable forest products which are in high demand abroad: kola nuts, tropical wood as well as gold. Both the towns of Bonduku and Bighu are thus important centers of trade, connecting the forest realm to the savannahs to the north and the trans-saharan trade beyond. The most famous Akan state, that of Ashanti, arises in the provinces of Kumasi and Denkyira only after the start date of the game, but the Akan ideas are also wielded by Gyaman and Bonoman.
Akan ideas:
Traditions:
+Yearly prestige
+Looting speed
Picking the Daakyehene: +chance of new heir
Bronze goldweights: +yearly inflation reduction
Fante traders: +provincial trade power
Slave Loggers: -development cost
Anansesem, ‘spider stories’, +tolerance of the true faith
Kente Weaving: +goods produced modifier
Administrating Akanman: +governing capacity
Ambition: +Infantry combat ability
The other mayor player in this area is Dagbon, a kingdom of the Dagomba, brethren to the powerful Mossi. In the decades preceding the start-date they have set up and expanded their formidable state. Like the Mossi they are excellent horsemen and through their cavalry, as well as their prime location on trade routes of the kola nut trade (the trading town of Salaga was known as the Timbuktu of the south) are in a prime position to expand and gain regional hegemony. They have a unique set of ideas:
Dagomba ideas:
Traditions:
+Cavalry combat ability
+Provincial trade power
Tales of Tohajie the Red Hunter: -national unrest
The Lions of Dagbon: +prestige
The Fire Festival of Bugum Chugu: +religious unity
Administration of the Tindamba: +national tax modifier
Beating the Gungon: +morale of armies recovery
The Yendi Skin: +legitimacy
Forming the Kambonse: +infantry combat ability
Ambition: -Years of separatism
Now, the existence of many more fetishist nations significantly adds to the diversity of the religion, which along with some revisions, results in the list of Cults available in West Africa to the following:
Cult of Kpate - Hueda (+trade power)
Cult of Alekwu - Idoma (-aggressive expansion impact)
Cult of Eri - Igbo (+chance of new heir)
Cult of Roog - Serer countries (-land attrition)
Cult of Yemoja - Yoruba countries (-naval maintenance)
Cult of Ogun - Yoruba countries (+production efficiency)
Cult of Shango - Yoruba countries (+legitimacy)
Cult of Nyame - Akan countries (+diplomatic reputation)
Cult of Anansi -Akan countries (+spy network creation)
Cult of the Vodun - Fon countries (-advisor cost)
Cult of Ouedraogo - Mossi countries (+cavalry combat ability)
Cult of Wende - Mossi countries (+stability cost modifier)
That’s it for the fetishist nations of the south, as well as our look around the different corners of West Africa. What remains are some other ideas and maps I’ve worked out along the way, an addendum if you will: a few general notes on the region as well as some overview maps in different map modes, showing revised culture groups, trade nodes and terrain.
Concerning the latter, the current terrain in West Africa is very uniform and while it is understandable to a degree -the area is made up of climatological and geographical ‘belts’ that run from west to east- I still feel more could be done to spruce it up a bit. It seems strange for example that provinces literally named for the ranges of hills or mountains that are located there, such as Atokora, are not of the corresponding terrain type.
-Terrain Map, with Savannah in yellowish green and Steppes in lighter yellow.
I have added several mountain/highland (brown) provinces, where it could reasonably be justified, although some of these are more of plateaus in real life. Also notable is the range of hills (grey) on the banks of the Niger near Djenne, which is the geological features that makes the Niger take its wide bend. It should also help to represent the historical strategic interest of both the empires to the west and north of this defensible terrain, as well as the Mossi raiders to its east in securing this region. Besides the extensive marshlands of the inland Niger Delta, another notable feature is the inclusion of farmland/drylands (bright green) in areas that were particularly well developed agriculturally or suitable for doing so, such as the riverbanks in Futa Tooru and Ilorin and the heartland of Songhai.
Concerning culture, this is a very tricky issue in West Africa, as there are many smaller ethnic and cultural entities that simply cannot all be implemented without the cultural map mode becoming a mess. I have tried to add diversity while keeping the culture groups reasonably clean. My setup leaves the Dogon as a cultural anomaly, not being part of any group, but this reflects the real life situation and simulates historical difficulties for outsiders to control this area. The Tuareg are not part of any West African group, but should instead be connected to a North African group which includes the Berbers as well, or be part of a group which includes Mauritanian peoples should that area see a rework. (They could ofcourse be added to the Sahelian group, but it would make this group exceedingly large.)
-Cultures and Culture Groups
Then there is trade. Here, I’ve tried to come up with a situation that should both increase dynamics as well as mimic the historical situation where the flow of trade changes from initially going through the Sahara to later being circumvented by Atlantic trade. To that end, I have added two trade nodes (Volta and Senegal) which feed into both the Ivory Coast as well as the Niger node. Initially, with few of the trade centers on the Ivory Coast actually in the hands of states, and the highest level trade centers in the region being situated on the Niger, the flow of trade here should go inland and thus to the powers that control Djenne, Timbuktu and Gao. As colonial powers secure the coastal trade centers they can start pulling this trade into the Ivory Coast and on towards Europe to the detriment of the inland African empires and the trans-Saharan trade. The shape of the Niger node is such that colonial powers can also tap into it and compete with the ancient trans-Saharan entrepots by conquering the lower reaches of the Niger and gaining control of the the trade centers of Yorubaland and Hausaland.
-Trade Nodes, with centers of trade and their initial levels displayed.
As for trade goods, I have not filled out an entire map, but there is definitely room to diversify and more accurately portray the wealth of fine luxury products that were produced in the region and lured merchants and explorers here from far and wide. African textiles in particular could use more representation, in the form of cloth producing provinces as well as cotton growing in areas where it was done historically.
In Senegambia, cotton was produced in Waalo and Futa Tooro, as well as salt in Trarza and cloth along the coastal provinces of Sine and Saloum. (Palm)wine was produced in Kasamansa, whereas slaves where gained in Galam and Cayor. Kiffa was and remains known for its glass beads. Ivory, livestock and grain can fill out most of the rest of the area.
The Mande heartlands should produce mostly grain and livestock, as well as wool on the edges of the desert, but ironworking was found in Tabon. The goldfields remain intact in Bambuk and Boure, but added are gems in Joma, where the trade center of Siguiri was known for the craftsmen who turned this gold into fine jewellery.
Along the upper Niger, Cotton was grown in Diagha and Kala. Following the river, Djenne should produce cloth and Mopti and Goundam fish, whereas Kabara, the river harbour of Timbuktu could produce naval supplies. The great library city itself should produce paper.
Of course there are the famous and valuable salt producing desert towns in Walata and Taghaza, as well as further east in Bilma.
The Mossi lands should produce mostly livestock, possibly wool and grain, but further to the south exotic goods such as Tropical Wood and Ivory, as well as spices (representing Kola Nuts) should be found. Bonduku in Gyaman was known for its salt. Denkyira should produce gold when Ashanti spawns there.
Cloth should be found in the Fon lands of Allada, as well as Cotton in Borgu and Bida along the lower Niger. In the heartland of Oyo refined artworks were made in Oyo Ile (copper) and Ile Ife (glass).
Of course the Hausa should produce valuable dyes, in Kano and Rano, as well as cotton in Funtua and Daura along with Iron in Zamfara. In the Air mountains, Takedda was home to fabled copper mines.
Then, there are some possible Monuments that could be added besides the already implemented Great Mosque of Djenne:
Walls of Benin, Oda
Local Defensiveness
-Unrest
-Stability Cost
Sankore University, Timbuktu
Institution Spread
Ulema Loyalty
-Technology Cost
Gobarau Minaret, Katsina
Missionary Strenght
Prestige
-Idea cost
Finally, here is my proposal for the state/areas in this new setup:
-State/Area Mapmode
That’s it for West Africa I hope you have enjoyed it and that I have piqued the interest of some of you for this region.
If you are interested, here's a list of reading I have used, amongst many online sources:
Michael A. Gomez, African Dominion: a New History of Emire in Early and Medieval West Africa
Martin Meredith, The Fortunes of Africa, a 5000-year History of Wealth, Greed and Endeavor
Francois-Xavier Fauvelle, The Golden Rhinoceros, Histories of the African Middle Ages
Toby Green, A Firstful of Shells, West Africa from the Rise of the Slave Trade to the Age of Revolution
Steve Kemper, A Labyrinth of Kingdoms, 10,000 Miles through Islamic Africa
Cheers!
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