Sid Meier's Civilization V

Sid Meier's Civilization V

The Mossi Empire
45 Comments
noelwym 14 Apr, 2024 @ 11:53pm 
Quite the aggressive civ in my experience. Wars with the neighbours frequently and cannot be trusted to keep the peace with you. And that's not mentioning how quickly they expand even outside the military aspect.
Adamification 25 Apr, 2016 @ 12:34pm 
godd
ThinkGeek_ 16 Sep, 2015 @ 1:10am 
cool mod man :)
pl_odyssey 16 Apr, 2015 @ 2:41pm 
thanks for the reply :)
RJ  [author] 16 Apr, 2015 @ 2:15pm 
@TheCanadianCommander

Trust me it isn't, pretty much everyone person who has played the mod's reaction has been "I thought it was overpowered but it was actually less powerful than I thought", so give it a go :)

@gia

You should probably play it first, refer to above comment. Also the UU doesn't have logistics. I'm unlikely to change much, I've already nerfed it, and though I appreciate your suggestions, they either wouldn't really change the civ that much, or would be unrepresentative of the culture.
pl_odyssey 16 Apr, 2015 @ 1:27pm 
Sounds like a really cool civ but I'm wondering if the fact that mounted units can found cities is a little too OP. (:
gia 15 Apr, 2015 @ 8:49pm 
So actually I think the UA should be "worked luxury tiles yield 1 happiness, -25% road maintenance" (the tile would show 1 happy face on its yields). The circus would have its base 2 happiness and be able to be built without restriction (this is an advantage already), OR give "mounted units built on this city gain the settler and road builder promotions" (this would be nice advantage if chosen, you can give them horse priority or even spawn horses under the capital?). And finally the unique unit would get "this unit has 5 movement points and blitz promotion, blitz is lost on upgrade" OR "5 movements and may settle cities and build roads".
gia 15 Apr, 2015 @ 8:42pm 
Needless to say I dont believe it is balanced. You should remove the free pillage, they got 5 moves and "logistics" already, that is pretty strong military advantage already, they are best for city flipping or attack and retreat in general, unless it doesnt carry over on promotion, then I guess you can keep the pillaging. The Naaba court shouldn't give production, I think 4 happiness and no requirements (and two more on the colosseum) is more than good enough for a settling strategy. If you want to keep the extra bonus (for military effect) you should force it to require horses so that you can't have 6 possible early happiness on every city. That way your production advantage (military/better settling) is offset by a disadvantage (have to handle happiness), right now you kill all the disadvantages of settling.
gia 15 Apr, 2015 @ 8:42pm 
Without playing it, you'd get to the horseman, build it cheaper on any and all cities (it costs less hammers than non-liberty-capital settlers and can be reduced further with stable and your circus unique) without harming food growth, make it build its own road to it settling position (or to the previous city you founded), and settle ICS style because the circus covers happiness, and the lesser road maintenance gives you extra gold for rush buying circuses when needed. The ICS and constant food growth will give you the rest of gold via city connections to a big capital.
RJ  [author] 7 Apr, 2015 @ 4:14am 
@ruhrgebietheld

Thanks, I'm glad you enjoyed it! Yeah, I don't know why the Nakombse costs so much to upgrade, that was unintentional.
Mojave Neon 6 Apr, 2015 @ 6:23pm 
I really enjoyed this one. The UA is definitely unique, and I found it to be adequately balanced. The Naaba Court is different, and in some cities it's almost useless, but that's partially made up for by the fact that it's fairly powerful in other cities. I would suggest removing the +4 max cap though, and just let it provide as much happiness as possible, to make up for the fact that it doesn't provide any happiness at all in some of your cities. The Nakombse is pretty cool, and I liked it quite a bit. The only negative about it was how much it cost to upgrade to it from a horseman. 540 gold is an astronomical sum at that point in the game. Overall though, great job.
Kaepsi 6 Apr, 2015 @ 7:05am 
Thank you for taking my recommendations into consideration also!
It might be a bit hard to work out the cultures of these three nations as they each had their own cultures on the different islands before Europeons had discovered these locations (The cultures are very diverse and I think that it makes a good change too what most of history has seen as most Europeon countries had been constantly changing between cultural identity and religious domonance, This does however come with the side-effect of not knowing what their bonuses would be)
RJ  [author] 6 Apr, 2015 @ 3:37am 
@Shadow_Reaper

Thanks for the comments! Indeed, some people have had a mixed reaction to "Mounted units settling cities", but that's really what this civ is about, Mossi cavalry would annex empty areas and establish new kingdoms, and from a gameplay perspective, it's not terribly overpowered, settling cities is somewhat easier, that's about it, and unless you're in a brilliant position, I can't see a player settling more than 4 cities or so via mounted units. It doesn't come into effect until horseback riding too, so your first 2-3 cities will likely be built with settlers. You lose the mounted unit too.

I'll investigate those cultures, I've already got Cyprus and Lydia planned, and I have a survey of civs I'd be interested in doing, so people can vote for what they want to see.
Kibbles 6 Apr, 2015 @ 12:47am 
This is neat. I've always wanted to see a more road based bonus in the game as road maintence is a hefty drain on larger land maps.
Kaepsi 5 Apr, 2015 @ 9:23am 
@ryanjames

Not to bother you, but do you think you could make a New Caladonia/Vanuattu/Fiji civilizations? I just find that their cultures are so much more - Unknown and they are very beautiful countries with quite a fair bit of history behind them.
Kaepsi 5 Apr, 2015 @ 9:19am 
Ok so, this is just my view of the mod.

UA - Naam - Roads can put you in so much debt it's not even funny - thank you, mounted units settlling cities..... Hmmmmm well considering the roads ability is pretty - small (Unless you like having 100 tile long roads then go ahead) This isn't that overpowered I guess....

UB - Finally a circus I can actually make that can benefit me when I'm actually happy, it can be built anywhere and +1 happiness from luxeries and horses in that city phewwwww that is one nice building! (Yes I know there is a happiness cap of 4 but still doesn't mean it's not going to benefit me much)

UU - Fast, usuable in non-war times and takes a step back when a pickman takes a jab - great unit! (This is what the Hakapalitia, I don't know how to spell it. should have been, Sureeeee they were lancers... but they're rubbish, complete and utter RUBBISH so is the winged hussar they're so terrible, why couldn't Pikemen just go too musketmen and lancers too caverly)
Rosenthorn  [author] 2 Apr, 2015 @ 1:53am 
City states gift all kinds of Unique Units. Like Elephants.
RJ  [author] 27 Mar, 2015 @ 12:58pm 
@Razorwire

That'll happen :)
Razorwire 27 Mar, 2015 @ 7:48am 
@ryanjames
that fixed it and this should make you laugh while i was playing a citystate gifted me the mossi unique unit
RJ  [author] 27 Mar, 2015 @ 7:14am 
@Sir_Spoony

Why did you ask this on all of my mods XD

Anyway, yeah, of course the AI can use it :P
RJ  [author] 27 Mar, 2015 @ 7:13am 
@Sir_Spoony

The AI should be able to use it.

It's not multiplayer accessible, but, most mods aren't
Sir Spoony 27 Mar, 2015 @ 5:16am 
I am assuming no given above limitations, but can the A.I. use this and multiplayer accessible?......or is this just for the single player and the player only?
RJ  [author] 26 Mar, 2015 @ 1:58pm 
@Razorwire

I'm assuming you're using the Olmecs? That might be causing issues, I found that in the Mossi files it refers to the Olmecs instead of the Mossi with a factfile segment. I've updated it, so not only should it work with the Olmecs, but you'll be treated to a few Mossi facts in the civilopedia
RJ  [author] 26 Mar, 2015 @ 1:30pm 
@Razorwire

Any other mods you've been using?
RJ  [author] 26 Mar, 2015 @ 1:00pm 
@Razorwire

What version of the game are you using? It's only been tested in BNW, but it doesn't use any DLC requiring features that I can think off
Razorwire 26 Mar, 2015 @ 12:37pm 
@ryanjames i've looked and it still doesnt show up. I even redownloaded both the game and mod. just this mod for some strange reason just ths mod will not work which i find annoying becuase your other mods work fine.
RJ  [author] 25 Mar, 2015 @ 7:05am 
@Razorwire

I can't find any issues.

The mod appears right at the bottom of the ruler list though, check the very bottom as you may have missed it.
Razorwire 25 Mar, 2015 @ 6:43am 
@ryanjames

i did that it shows up in the playable mods list but the mossi empire is not showing up as a playable ruler list. the strange thing is that your other mods come up fine just this one isnt showing up at all
RJ  [author] 25 Mar, 2015 @ 4:30am 
@Razorwire

Press the subscribe button. If it's not showing up in a list of playable mods, then use the direct download link.

You'll get a file, which you must then insert into your MODS folder, located in documents, my games, civ v, mods

Then it should show up in the list
Razorwire 24 Mar, 2015 @ 8:50pm 
okay figured out how to install but its not showing uo in the list pls help
Razorwire 24 Mar, 2015 @ 8:03pm 
hi new user how would go about installing this mod?
Faysal 24 Mar, 2015 @ 4:00pm 
Thank u mister!

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
RJ  [author] 24 Mar, 2015 @ 3:55pm 
@Faysal

Likely spawning to close then, I'll look into it on Thursday :)

Then you can reenact west african history XD
Faysal 24 Mar, 2015 @ 3:50pm 
It was on the YnAEMP world map (Gedemons AWSOME map).

Boohoohoo

:(
RJ  [author] 24 Mar, 2015 @ 3:40pm 
@Faysal

Quite possible, I was planning on perhaps removing it, I'm not confident the coordinates were wholly accurate to Ougadougou's rl location

Was it on a world map, or just africa?

Faysal 24 Mar, 2015 @ 3:33pm 
Hi there!

Yeah, it didnt show up in the map. I could choose it though, and so I did before the game started!

I chose Askia, Benin and Nri. But no Mossi :(

Is it possible that it conflicts with one of those civs starting place?
RJ  [author] 24 Mar, 2015 @ 3:28pm 
@Faysal

Really? In what way? Is it just not available? It should be, I tested it XD
Faysal 24 Mar, 2015 @ 3:10pm 
I would really want Colombia and Venezuela made compatible with YnAEMP :(

As for this one, it doesnt show up in the YnAEMP map :(
RJ  [author] 22 Mar, 2015 @ 9:17am 
@benjaminpjokes78

We've already nerfed it in a number of ways, any more nerfs and it'll change the playstyle of the civ and make it relatively weak and generic, aswell as unrepresentative of Mossi culture.

But thanks anyway.

benjaminpjones78 22 Mar, 2015 @ 9:10am 
Hey Davey, I think if you removed the "ability to found cities" and decreased the Nakombse movement bonus to 5 from 6, you'd probably have it better balanced. Just my 2c. Another great effort here.
DJSHenninger  [author] 22 Mar, 2015 @ 2:34am 
@Mr.Gulo-Gulo How do you perceive it as OP and how would you nerf it? Just saying something is OP doesn't help us.
Mr.Gulo-Gulo 21 Mar, 2015 @ 11:01pm 
wow, this mod is way overpowered. I would suggest some nerfing to it.
Certain Circumcision 21 Mar, 2015 @ 3:48pm 
This mod is amazing.
RJ  [author] 21 Mar, 2015 @ 3:10pm 
@ScribTheCdiLink

Indeed, I didn't know it existed until a few months ago, and when I did some background research, I was amazed to find such an exciting history, and a unique culture!
Scrib 21 Mar, 2015 @ 3:09pm 
burkina fasso is a verry obscure and unknown country cause no one bothers to pay attention to it