"Southern Powers" DLC concept
I have designed a concept for second African DLC: Southern Powers, which adds the long awaited zimbabwe and swahili civs as well as splitting the old Malians on two
Regional unit:
- Savannah scout 25F 25G (barracks from the second age) - identical to eagle scout, with different bonus damage: +5 against boar, +6 against predator animals, since feudal +5 against villagers and +2 against buildings, rams, cavalry and camels; does not have a direct upgrade (mostly a scout and maybe raiding unit)
malians' symbol given to beninese, their new symbol is the kanaga
Malians (rework) Archer civ Bonuses:
- Gold miners drop of additional food (33%)
- You get 3 free archers for each stable built and 3 free cows for each market build
- Trade carts benefit from husbandry
- Knight-line benefits from gambezons Unique techs:
- Tigui - (unchanged)
- Farimba - (unchanged) Unique unit(s): Griot bard - Area of effect monk that quickly loses it's faith when it moves, cannot heal Arbalest -> Poison hunter (Arbalest with attack of a crossbow, but +3 against elephants and 3 periodic damage over 3 s Bonus drużyny: Universities work 80% faster Tech tree:
- gambezons, + two-handed saw, - hand cannoneer, - bombard cannon, - fervor
Beninese
Archer and defensive civ
Bonuses:
- Trees last twice as long (which means refreshing camps twice as rarely)
- Foot archers move 5% faster per age (starting in feudal) and benefit from squiries
- Fortifications deal +50% damage to cavalry Unique techs:
- Bronze plaques - relics generate stone
- Edo walls - towers automaticly connect with other towers in a 3-tile radius using stone walls (for free) Unique unit: Gbeto (unchanged) Team bonus: Trading grants acess to hand cannoneers Tech tree:
- Barracks: champion, halbadier, all techs
- Range: arbalest, elite skirm, cav archer, no PT, (HC from team bonus)
- Stable: light cavalry, knight, no BL or Husbandry
- Workshop: siege ram, mangonel, heavy scorpion, no bombards
- Monastery: everything, except heresy
- University: everything, no sappers at the castle
- Blacksmith: everything
- Eco: no guilds or crop rotation
Swahilis Naval and defensive civ Bonuses:
- Barracks units +1 pierce armor per age (starting in feudal)
- Heated shots is free and works against buildings
- Minimal market selling prices are 30/45 in feudal/castle age (this number is not impacted by guilds, which swahilis have)
- Fisherman and fishing ships (mtepe) generate additional stone (50% of food collected) Unique techs:
- Husuni - units gain +1/1 armor per nearby (in LoS) house, up to maximum of 4
- Rungu - militia-line and morans (proper) have a ranged charge attack (15 s. cooldown), that does normal damage (including bonus damage)
Unique unit: Moran (alternativly Maasai moran) - trained in 4 s, after which it is a spearman (and looks like it) for 80 s (16 in-game years), before turning into Moran proper: savannah scout with 1 melee armor (but does not benefit from the barracks units bonus) and +15/25 anti cavalry and ship bonus damage (12/17 against camels) and +25 against elephants in both forms, +1 pierce armor when elite as well Fishing ship -> mtepe - can be build by villagers (in dark age one builder takes twice the time of a dock, later it's cut in half) +10% train time, but has 4 pierce attack (and no bonus damage) with 4 range and 2 garrison space Team bonus: Hulk-line* +4 LoS Tech tree: - Barracks: two-handed swordsman, halbadier, savannah scout, no gamb.
- Range: arbalest, elite skirm, hand cannon, no TR, PT or cav archer
- Stable: scout cavalry, heavy camel, battle elephant, no husbandry
- Workshop: siege ram, mangonel, heavy scorpion, no bombards
- Monastery: no atonement, illumination and faith
- University: do have BT, no Fortified wall or Treadmill crane, no hoardings at the castle
- Blacksmith: lack cav armor and last archer armor
- Eco: no crop rotation or stone shaft mining
Shona (or Zimbabweans) Infantry and defensive civ
- Cannot build stables - start with a savannah scout Bonuses:
- Hunters generate gold, sheperds generate stone
- Buildings cost 15% less wood
- All unit-line upgrades are 20% cheaper (crossbow, siege onager, MAA, longsword)
- Can build stone-pile walls in dark age (identical to palisade walls, but costs stone, upgrade for free to stone walls in feudal) Unique techs:
- Bullhorn formation - infantry (and camels) deal +4 damage to units that are already attacked by a different melee unit (so when you have a number's advantage), double effect for savannah scout
- Leafy spearheads - spearman reduce armor (just like an obuch) Unique unit: Assegai thrower - skirmisher with +2 against infantry, moves 50% faster, but costs gold, 1 less pierce armor when not elite and half the anti archer and anti-spear bonus damage Team bonus: Skirmishers deal +2 damage against infantry Tech tree:
- Barracks: champion, halbadier, savannah scout, all techs
- Range: crossbow, elite skirm, hand cannon, no cav archer and PT
- Stable: N/A (camel)
- Workshop: siege ram, mangonel, scorpion, BC
- Monastery: no sancticy and block-printing
- University: no BT or Masonry
- Blacksmith: lack cav armor
- Eco: no two-handed saw
Water techs are not shown here in the tech tree, since water will get a rework soon*
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- for more info check this: https://www.youtube.com/watch?v=aKkE5IruO-Q
Posted Nov 1, 2025, 1:15 PM UTC
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