Civilization Idea: Swahili

Continuing with the Bantu-speaking civs that were originally part of my Bantus civ umbrella, we have the Swahili. They represent the people of the Swahili Coast, as well as Kenya, Tanzania, and Mozambique in general. (Apparently I posted this concept two years ago, but I’ve made notable changes since then, and it fits with my Shona rework. I totally forgot about it.)

While the Shona had the existing African architecture set, the Swahili use the Middle Eastern one, paying homage to the Arab contact that influenced the architecture of the Swahili Coast. Their unique Castle is based on a reconstruction of Husuni Kubwa Palace on the island of Kilwa. Their Wonder is the Great Mosque of Kilwa.

Unlike other civs with Middle Eastern architecture, the Swahili have no access to cavalry at all, but have access to all gunpowder units, which is a totally unique combination. In lieu of cavalry, they have access to the regional Mpombo Scout and Assegai lines, which are scout and Cavalry Archer replacements. I go into slightly more detail about the units in the Shona post.

The Swahili are an infantry and navy civilization, with excellent gunpowder and trade as well, but fairly weak archers. Their good Hand Cannoneers and Assegai can make up for poor late-game archers, and in general, the Swahili excel with ranged options, with their unique unit being a ranged infantry unit.

Enough of that, though. Let’s get into the design itself.

Civilization Bonuses

  • Start with a free Elephant but -100 food

Ivory was a major export of the Swahili Coast, and African elephants are also largely present in Kenya and Tanzania, two of the Swahili Coast countries, among others.

  • Fishermen work 25% faster

Fish were an important resource for the Swahili Coast in the Middle Ages, and still are today. Because of the long coast and many islands, fish were a major export to other nations and important food for the Swahili.

  • Barracks units recover 5/10/15 hit points per minute in Feudal/Castle/Imperial Age

The Maasai, a separate and distinct people group living in Kenya, are famous for being strong and courageous warriors, with a rich cultural heritage to boot.

  • Hand Cannoneers and Bombard Cannons created 33% faster

To touch on the practical implications of this bonus for a bit, the Swahili lack Arbalester, Thumb Ring, and Ring Archer Armor, so while their Archer line isn’t great, Hand Cannoneers with this bonus are actually trained faster than Arbalesters, though they are still more expensive. Combined with a unique tech we will see later, they and Assegai will comprise the main ranged force in the late game. Faster-trained Bombard Cannons are also great, since Redemption, Siege Ram, and Siege Onager are missing. BBCs with the bonus are trained in about the same time as rams, and significantly faster than Onagers.

One of the notable imports from the Indian Ocean trade was gunpowder, along with ammunition. This is because China, India, Arabia, and Europe were notable trade partners with the Swahili. Because of the acquisition of gunpowder due to trade, the Swahili didn’t have to develop it themselves.

  • Team bonus: Fishing Ships cost -20% population space

Fishermen of all cultures are typically out at sea for months at a time, meaning that they live in their fishing boats many months out of the year. Fishing was especially important for the Swahili Coast, being an essential export to trade partners and to other towns and villages along the coast.

Unique Unit: Rungu Thrower

  • This unit costs 55 food, 30 gold, and has 50 HP (60 for Elite). It also has 1/1 armor and 9 attack (10 for Elite). The normal version has 4 range, but the Elite version has 5. The normal version has a reload time of 2, but the Elite version has a reload time of 1.5.

  • It is a ranged melee unit like the Gbeto, Throwing Axeman, Mameluke, and Chakram Thrower. Stats-wise, it is similar to the swordsman-line and is sort of a cross of the Gbeto and Throwing Axeman, being more similar to the latter than the former. Like the TA, it has the same speed as the Pikeman. Another thing it shares with the Pikeman is a bonus against cavalry, being +3 for normal and +5 for Elite (+1/+3 vs Camels and +5/+9 vs Elephants).

  • The Rungu is a club used by the Maasai of Kenya and Tanzania and the Samburu of Kenya for usage in hunting and warfare. While it can be used as a melee striking weapon, it’s also effective as a throwing weapon. It is capable of scaring away predators and easily kills or deters even large animals like elephants.

Unique Techs
Dhow: Galleys generate 5 gold for each enemy ship destroyed; Trade Cogs carry 30% more gold

  • Cost: 350 wood, 300 gold

  • While this technology is only useful on water maps, it makes it so that Galleys are more cost effective than they otherwise would be. The gold generation isn’t that major in the midgame, but in the late game, when gold is running low, it is quite significant; in team games, the Trade Cog boost helps with this.

  • Dhows were trading vessels used in the Indian Ocean, typically equipped with lateen sails. Though not used directly by the Swahili, they had contact with them due to their trade network, and their word for the dhow was jahazi.

Imported Fabrics: Mpombo Scouts, Assegai, Rungu Throwers, and Hand Cannoneers +20 HP

  • Cost: 500 food, 400 gold

  • This technology is essentially Bloodlines for the Swahili’s strongest units. With this technology, Elite Assegai end with 65 HP, Elite Mpombo Warriors with 90, Elite Rungu Throwers with 80, and Hand Cannoneers with 60. Mpombo Warriors are especially strong with this tech, because they have 1 range like the Steppe Lancer, making them good against groups of units. Rungu Throwers also become very hardy units, especially since they are fully upgraded. Hand Cannoneers, already very strong, become top-tier even with a missing armor.

  • The Indian Ocean trade resulted in many types of goods and services being exchanged. In addition to the aforementioned gunpowder and ammunition being imported, timber, ivory, animal skins, gold, and spices were exported. Among these significant imports were such exotic fabrics as silk from China, cotton from India, and wool from Europe.

Tech Tree

Missing Units: Eagle line, Arbalester, all mounted archers, all cavalry, Siege Ram, Siege Onager, Heavy Demolition Ship.

Missing Techs: Thumb Ring, Parthian Tactics, all Stable, Redemption, Illumination, Theocracy, Sappers, all Barding, Ring Archer Armor, Architecture, Keep, Arrowslits.

6 Likes

I think theres no need to start with less food

An extra boar/elephamt/etc for free is fine

The faster working fishermenis too much rn, and in general it seems like a bonus the civ doesnt need. In general the military seems kinda meh, but balanced

Combination of these 2 will be absolutely broken in all shore fish maps. Whatever civ that gets faster working fisherman can’t have any more early game eco bonus.

But then the civ is absolutely weak on pure land maps.

Then design it in a different way.

I suppose they already get enough of a fishing bonus with the team bonus, so they don’t need another one. The free elephant should be a good enough eco bonus on land maps. I suppose starting with 100 less food isn’t necessary for balance.