Civilization Idea: Shona

This is a civ concept that I actually initially created 2 years ago and posted here, but it was VERY rough around the edges. It was originally called the Bantus, which was rightly torn apart by many users for being an unnecessarily large umbrella. I reworked it a bit, and I have made quite a lot of changes since then, so I’m posting it again.

The Shona represent the Bantu-speaking people group of the same name, but also can generically represent the people of South Africa and Zimbabwe; this mainly includes the Zimbabweans and Nguni (Xhosa). They have the African architecture set present in the game already, since the Feudal Age architecture seems to fit; however, they have a unique Castle based on Khami, and their Wonder is the Great Enclosure of Great Zimbabwe.

Important to note is that they and the other Bantu-speaking African civs receive two new regional units: the Mpombo Scout line and the Assegai. The Mpombo Scout is essentially a fast, light infantry that receives 1 range in the Feudal Age, similar to the Steppe Lancer; the range is not present in Dark Age for balance reasons. The Assegai is a fast, spear-throwing unit that is designed to replace the Cavalry Archer; because it throws a spear, it has an attack bonus of 1 vs archers, but it is much more similar to an archer than a skirmisher in terms of stats and cost.

The Shona themselves are a defensive civilization, and while they have a fairly open tech tree aside from cavalry and gunpowder, they have no innate military bonuses. This makes them tricky to play aggressively, but are an ideal civilization for players who love to turtle.

Anyway, let’s get into the concept!

Civilization Bonuses

  • Villagers automatically drop off their resources when idle, attacked, or tasked elsewhere

This bonus may not be useful most of the time, but it acts as insurance in case villagers are attacked, so you won’t lose the resources they’re carrying if they’re killed. You also won’t need to worry about dropping off resources when tasking villagers to a different one, because they’ll be dropped off and not lost. It can also be a useful laming bonus, since villagers can gather from hunt that’s far away and still drop off the food, as long as the player micros them.

For most of their history, the Shona people were largely decentralized. It was only starting in the 11th century that large, centralized kingdoms began to form.

  • Granary replaces Mill

I’ll get into this building later.

The building’s appearance is based on an outdated theory that the conical tower in Great Zimbabwe was a granary. That has been disproven, but the Shona did practice agriculture extensively, and still do. Granaries are where the fruits of agriculture are stored.

  • Defensive buildings take 50% less bonus damage

The residents of Great Zimbabwe built extensive stone buildings, notably with no mortar. The Great Enclosure still exists today, although most of it is in ruins, which testifies to the incredible strength of the structure despite having no mortar.

  • Towers cost -15% in Feudal, -20% in Castle, -25% in Imperial Age

The fortifications built by the Zimbabweans were so extensive that European explorers who discovered them assumed that they were built by an older, non-African civilization. In fact, Great Zimbabwe encompasses more than just the Great Enclosure, but also a Hill Complex, the oldest, and the Valley Complex, the youngest. The Mapungubwe site south of its successor Great Zimbabwe is similarly large.

  • Team bonus: Trade units cost -20% wood

Great Zimbabwe was a prime trading spot, trading with Kilwa, the Swahili coast, Arabia, and even China. Kilwa and Great Zimbabwe had similar coinage, and foreign artifacts and currency have been found at the site.

Unique Unit: Svimbo Warrior

  • This unit has similar stats to the Long Swordsman, but has 70 HP (80 for Elite); it’s also slightly slower. It has 12 attack (15 for Elite), but has a slower attack speed. It’s slightly more expensive, at 65 food, 25 gold, but this is more pronounced since the Shona have access to Supplies. However, that extra cost is well-compensated for, because the Svimbo Warrior deals 25% trample damage to any adjacent units to the one it’s targeting. This makes it very effective in melee engagements against large groups of enemy units.

  • The svimbo, also spelled tsvimbo, is a traditional Shona walking stick or club (the same word can be translated both ways). Not only is it useful as a self-defense weapon, but it carries religious and political significance, being a symbol of authority, as well as maturity and old age. Each new Shona chief receives a tsvimbo when he begins his rule, and elderly Shona men carry them to defend against wild animals. Chiefs also carry tsvimbos when they act as judges.

Unique Building: Granary

  • This building is a Mill replacement, costing the same 100 wood and being the same size. It uses the same building foundation as the Donjon, and its appearance resembles the Conical Tower of Great Zimbabwe. Its special gimmick is that it generates 0.33 food per second for each farmer that’s working within an 8-tile radius of the building. Even if the farmers are not actively collecting, as long as they aren’t idle, the food will still be generated. This can allow a Shona player to have a constant supply of food where they would otherwise have to wait for farmers to drop off. However, it comes with the downside of villagers being less safe due to not being able to work around the Town Center to get a full benefit; this can be made up for with cheaper towers and walls that take less bonus damage.

Unique Techs
Nguni Shields: Infantry and Assegai gain +1/+1 armor

  • Cost: 250 food, 150 gold

  • This technology is essentially a second Chain Mail Armor in Castle Age. Shona infantry becomes extremely tanky in the late game with this technology, especially since they are all fully upgraded. Champions end up with 5 melee armor and 7 pierce armor, making archers rather ineffective against them and melee units significantly less effective. This technology is also very useful for the Svimbo Warrior, as it is a comparatively slow unit, vulnerable to ranged units. The Assegai is also greatly helped, as it lacks a lot of pierce armor, being an archer, and a little extra of both armor is helpful in the late game.

  • Nguni shields are pointed, oval-shaped shields that are traditional elements of Nguni culture. They are usually made of ox or cowhide. While they mostly serve a ceremonial purpose now, and are produced as souvenirs for tourists, they were originally supplied by chiefs for usage in war. Nguni shields also served as standards or coats-of-arms for the tribe that used them; there were many types of designs. They were also used during courtship or traditional dances, or used as parasols to shield chiefs from the sun. In general, they had a wide variety of purposes, not just for war.

Great Zimbabwe: Defensive buildings heal 60 HP per minute

  • Cost: 400 food, 200 stone

  • This technology, combined with the decreased bonus damage taken, makes Shona defenses exceptionally difficult to break. The self-repair rate is 1 HP per second, which means that any attacking players must constantly barrage their defenses if they expect to break through; leaving the defenses alone and coming back after building up forces is a poor decision, as some or most of the damage will likely be repaired by then, completely for free and passively. The stone cost makes the technology difficult to afford up front, but it pays for itself after a few minutes in terms of adding back value to stone buildings.

  • Great Zimbabwe, as previously mentioned, was built out of stones without any mortar whatsoever. A big advantage of that method is that the walls will spontaneously reform after any sort of disturbance, if fitted correctly. An example of this can be found in Inca buildings, which are earthquake resistant and fit together so well that even a coin cannot be slotted between the stones. While the stones at Great Zimbabwe are considerably looser-fitting, the fact that the outer walls and Conical Tower are still standing in very good condition after being abandoned for centuries is a sign that they were constructed well.

Tech Tree

Missing Units: Eagle line, Elephant Archer, Cavalry Archer, Hand Cannoneer, all cavalry, Siege Onager, Bombard Cannon, Heavy Demolition Ship, Cannon Galleon.

Missing Techs: Parthian Tactics, all cavalry techs, Atonement, Heresy, Illumination, Block Printing, Sappers, Architecture, Treadmill Crane, Bombard Tower, Siege Engineers, Dry Dock, Shipwright.

6 Likes

Another interesting civ suggestion from you.

I think Bantu peoples could be the subject of DLC:

  1. Congolese
  2. Zimbabweans
  3. Swahilis
2 Likes

Yeah, I definitely agree. I think the Kongolese and Shona could have the African architecture, whereas the Swahili could have the Middle Eastern set. Supposedly, the latter is somewhat controversial due to their history, but I think it fits the best of any existing sets.

Ironically I think a Bantu civilization as an umbrella is justified. Maybe this umbrella should not be named “Bantu” directly but named after a Bantu ethnic group like “Kongolese”, but it would still have the meaning of an umbrella.

Like the Kongolese, the history of Zimbabweans suitable for presentation in AoE2 began in the 15th century, and both established relations with the Portuguese in the 15th-16th centuries. It seems to me that the amount of content they add up to is enough for about one civ. With comparison, they could have enough content to respecitvely form their own civs in the AoE3 timeline and I have posted their AoE3 civ concepts.

The Swahili situation is similar but different. While they would be covered by that umbrella as Bantu people, they would also be well represented by Somalis because of their maritime trade and Islamic beliefs in east african coast.

Based on many external conditions, such as the frequency and content of DLC, competitors in other regions, etc., I find it difficult to convince myself that the African region can receive more than 2 DLC or 6 more civilizations. A DLC focused on the Western Sahel (Soninke, Songhai, Kanuris), and one with others (Nubains, Somalis, Kongolese/Bantus), and then it’s hard to go any further.

I dont like the granary, I think its kinda boring, and just too strong overall

Everything else looks good. Imo the civ is lacking some interesting strategy or flavour imo, although on itself its fine

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Game already has a civi with a unique mill.

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Yeah? So what? There’s no reason there can’t be more than one unique mill.

2 Likes

Granary would be quite OP. Farmers already max out at 24F/M and it’s closer to 20 early game…so a mill replacement with no downsides that nearly doubles that through passive food income per worker is a bit much. Even something small like 0.1 F/S per farmer would represent 20% more efficiency for FU farmers, and more than that in early-midgame.

I don’t mind the idea of another unique mill, although I think it could do more to make itself interesting and distinguish itself from the folwark beyond the technicalities of how it generates food faster.

3 Likes

Yeah, you have a point. It’s a bit insane. Maybe if it was something like 0.05 food/second per farmer, and then I removed the last farming tech (have no idea why they have it in the first place), perhaps that would be better.

What do you suggest?

I mostly don’t do creative input on other peoples’ civ concepts, because everyone has their own vision and design style. Like I don’t really know what to do with a trickle-aura mill, because it’s not something I would come up with. It can technically work of course, but even something like shaking up the cost, having it cost pop cap, be able to research TC (Eco) Techs, or eventually train villagers (Probably Imp UT) are all things that might spice it up. IDK. Dang it, now I’ve got my brain warmed up to the topic. Mild tangent incoming:

The things that interests me most as a future mill concept is a garrisonable structure that can at least be situationally defensible, but that’s at odds with the tradeoff of exposure vs. efficiency of your current idea for the granary. Perhaps a few garrisoned villagers could be the means of generating food, in proportion to the number of nearby farms. Say you can garrison up to 5 villagers and their efficiency will vary between 75-200% of a normal farmer’s gather rate, depending on whether you’re 1:1 on farms (5 farms) or have a fully saturated double-layer around the mill (20+). Mostly just spitballing here, but that strikes me as one way you might have a balanced trickle-type mechanic, that also seems more fun (because it adds player input) - basically for every 20 farmers, +5 garrisoned vills, you have 30 vills worth of food production. So up to a 20% faster farming eco, but only around mills, and it takes you a while to get there.

1 Like

Saqiyah is a mechanical water lifting device driven by cattle, costing 100 wood as a Mill replacement and having an effect range (like within 4 tiles) and a long charge bar that starts at 0.

The Saqiyah would make nearby farms +200% HP, and it would charge when the nearby farms are gathered. A Villager or a Cattle (can be chosen at Saqiyah) would be spawned when it is fully charged.

Since Saqiyah provides a stable water source, wild animals also come to drink water. This also allows Saqiyah in the game to attract nearby huntable animals to actively approach, just like the AoE3 Granary.

I’d like to introduce this unique building of the Nubians as this device is said that was first invented in Nubia and was widely used there during the Middle Ages.

Not a bad idea.

Someone made a draft sketch of what the South African Architecture Set might look like. I think this would be best for Bantu civs.

2 Likes

Same opinion as TungstenBoar. Other than Granary, everything seem fine. You can try some other mechanism. A relatively complex mechanic, Gurjara mills but with villager. Equation is linear and food generation rate is only 18 food/min because you don’t need to reseed granary unlike farms.

What is this?

If its done more than once is it unique?

Can everyone stop swarming Kondrikthus (sp) work like it means the devs will use his sketches? Id rather see some new design instead of the same recycled image at this point

Not a dig st the guy nor a dig against the Zimbabwe civ but still…

Realistically if more african civis gets added they will all use the current african set with a new castle graphic.

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I don’t know. If there’s more than one infantry UU, is it still unique? Of course it is. It’s the execution that makes it unique.

2 Likes

Looks like an extremely strong tower rush civ. Less bonus damage to towers (like from enemy vils) and reduced cost. Ability to gather enemy resources without building a drop-off building. The reduced bonus damage would be especially potent against rams (which rely almost entirely on bonus damage)

I think that having vils drop off resources when idle is a bit too much. Having them drop them off when killed might be better, even if it is much less powerful.

Could just make -20% overall. Trade units tend not to be made until late imperial age, when wood tends to be abundant. Not a bad bonus by any means.

Defensive buildings tend to have thousands of hp, so the hp regen will be rather slow. That said, it is free repairs. I think that it will still take a long time to pay its stone cost off - long enough that you could justify changing the stone cost to gold or even to wood. I think 400 food, 400 wood would be a good cost. Or 400 wood, 200 gold. But at 10 minutes to regain 600 hp, it’s basically useless during an assault, and probably won’t heal enough to make a difference before the next assault. It also doesn’t scale with building hp, so its repair value is lessened as you get other defensive technologies. The idea itself is pretty good, but I think it needs some adjustment - likely in both cost and healing rate.

2 Likes

Perhaps the -50% bonus damage should be confined to Castle Age onward, so villagers can rush down towers in Feudal. The discount in Feudal isn’t a problem, since it’s the same as the Incas in terms of stone.

I made that bonus fairly all-encompassing because it seemed weak and niche to me, not considering the laming potential. I agree idle is too much. What if it was just this:

  • Villagers automatically drop off their resources when killed or tasked to another resource

I can do that, but I’m worried about the Italians getting too much of a benefit. I guess it’s not that big of a deal.

What if it was 10% of the total HP instead of a flat 60 HP? It might look absurdly fast for some buildings, especially Castles, but it’ll give it a use case. A Castle at 1 HP would still take 10 minutes to fully heal, so it’s not an immediate effect, but it’s fast enough to justify the civ not having Architecture.

I explain what the Assegai is in the intro.

It would be a new regional unit for the Bantu civs. The tech basically gives their Cavalry Archer equivalent a weaker version of Parthian Tactics an age early.