"Southern Powers" DLC concept

Suggestion

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*

Posted Nov 1, 2025, 1:15 PM UTC

011
Loading comments…