Civilization Idea: Yoruba

The Yoruba represent the West African ethnic and linguistic group of the same name, but their design is based on the Oyo Empire, with some elements able to be interpreted as relating to the Kingdom of Benin as well. They are a cavalry and archer civilization, which is an unusual combination that should make them a good pick for either pocket or flank in team games.

The Yoruba have the African architecture set, which would be renamed to West African if there was a new African DLC that added new sets. They would have a unique Monastery design based on Shango shrines, but would have the existing African Monk. Their Castle would be inspired by Old Oyo stone walls, but would also include some pointy roofs from the Palace of the Alaafin, which is also their Wonder:

Let’s move on to their civ design in earnest.

Civilization Bonuses

  • Markets available in Dark Age (tribute and trade unavailable until Feudal Age)

This is an incredible bonus that allows the Yoruba to corner the market (ha) and get good buy/sell rates long before anyone else. However, it’s also a temporary bonus, so it must be taken advantage of properly, especially since the Yoruba have no other economy bonuses to speak of. Early tribute and trade are disabled in order to prevent easy team game slinging.

This bonus references the way that Oyo became an important stop on the African trade route, and its people also practiced a form of rotating savings and credit association called Esusu.

  • Cavalry units receive +1 attack for every Castle built (limit of +4)

This bonus reflects the fact that Old Oyo was well protected with walls and fortifications, and the military was similarly well-equipped with iron, where the surrounding areas were only equipped with lower-grade metalworking. The Oyo military was expected to protect the vulnerable areas of the city entrances from attack, and soldiers were highly disciplined as well. Oyo cavalry was especially powerful and professional.

  • Gambesons affects all foot soldiers and is available in the Feudal Age

Oyo foot soldiers were all equipped with leather shields that protected them from enemy projectiles more thoroughly. This included both swordsmen and bowmen, with javelineers also being crucial to the Yoruba infantry force.

  • Heresy costs -50%

This bonus does not reference any kind of religious fervor, though the Yoruba were very religious. Instead, it represents the Oyo total dedication to the military. Victory was mandatory, and defeat resulted in ritual suicide. The technology’s decreased cost leading to the easier deaths of converted units represents this dedication.

  • Team bonus: Relics generate wood in addition to gold

This bonus represents the sacred groves that existed outside Yoruba cities and still exist today. Logging within these groves is strictly forbidden.

Unique Unit: Eso

  • This is a lance-wielding cavalry unit with 80 HP, 1/2 armor, and 8 attack. The Elite version has 100 HP, 1/3 armor, and 10 attack. Both versions attack more slowly than a Knight, at 2 seconds per attack, the same as most infantry. It moves the same speed as a Knight and costs 55 food and 60 gold.

  • The unit’s special ability is that it heals 5 HP for each attack (7 for Elite). This gives it greater longevity than its HP value would suggest, as it’s constantly recovering HP. Although its base attack is 8, it will in practice usually be 9, since it’s increased with each Castle built, and it’s trained from the Castle. Regardless, its lower attack than a Knight is actually a help, because the longer it takes to defeat enemy units, the more it will heal. However, bear in mind that this lower attack makes it even more vulnerable to Monks, which is why cheaper Heresy is helpful.

  • The Eso were the semi-standing elite cavalry force of the Oyo Empire. They were made up of junior war chiefs who were recruited based on skill, not lineage. They lived by a strict code of honor comparable to the Japanese bushido or European chivalry.

Unique Technologies

Oyo Archery: Archer-line units, Cavalry Archers, and Castles deal pass-through damage

  • Cost: 300 wood, 250 gold

  • This technology causes archer units and Castles to be more effective against clumped-up units by making arrows pass through targets and hit units behind them. This is especially useful for Castles because their projectiles travel in a straight line instead of an arc; they hit the ground with a thud just like projectiles from Georgian towers with Svan Towers researched. Building many Castles is already incentivized through the bonuses and tech tree, and this technology makes defending with them much easier.

  • Just like the rest of the military, Oyo archers were highly trained and exceptionally disciplined. From a young age, they were expected to learn the art of the bow until they could successfully shoot an arrow into a small hole from 100 yards away. This lifelong practice made them extremely deadly and renowned all throughout Africa.

Bashorun: Knights and Eso receive +4 attack vs cavalry

  • Cost: 600 food, 300 gold

  • This technology increases the population efficiency of Yoruba cavalry against other mounted units. When the Blacksmith attack upgrades, extra attack from standing Castles, and this technology are all factored in, Yoruba cavalry will be some of the best in the game and most difficult to contest head-to-head. While the Yoruba have access to Camel Riders, they cannot be upgraded to Heavy Camel Riders, so this technology can be a good replacement.

  • In Oyo society, the Bashorun was a prime minister, second in power only to the Alaafin. One of his duties was to control the military forces of Oyo, particularly within the metropolitan area. He also led the Oyo Mesi, a 7-person council, acted as a check to the Alaafin’s power, and had the biggest role in the election of the next Alaafin. All in all, the Bashorun was an incredibly important position.

Tech Tree:

Missing Units: Champi line, Eagle line, Elephant Archer line, Hand Cannoneer, Slinger, Paladin, Heavy Camel Rider, Battle Elephant line, Steppe Lancer line, Siege Onager, Heavy Scorpion, Fast Fire Ship, Carrack, Elite Cannon Galleon.

Missing Techs: Parthian Tactics, Redemption, Faith, Sappers, Plate Mail Armor, Blast Furnace, Keep, Treadmill Crane, Siege Engineers, Arrowslits, Dry Dock, Shipwright, Carvel Hull, Siphons, Incendiaries, Crop Rotation, Two-Man Saw, Gold Shaft Mining, Guilds.

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a few questions regarding this bonus:
-does the market still count as a feudal age building for going up to castle age? or does it count as a dark age building for going up to feudal age?
-i think the eco bonus will be fairly small, as 175 wood is a huge investment in dark age. maybe combine this with a cost reduction and/or some other function (eg markets give 10 pop space)

interesting bonus. does the bonus go back down when a castle is destroyed? (like how the lithuanian bonus goes back down when relics are stolen)

this feels like a weaker version of the malian’s +1 PA per age for all infantry. Although your version affects archers and skirms as well… so i might be wrong. this would let Yoruba win archer v archer fights, but against skirms (their damage is mostly bonus damage), mangonels and knights this bonus does little to nothing.

as far as gimmicks go, i think this one is on the better side.

a few thoughts:
should probably restrict it so they only heal when attacking (military?) units, not buildings
is there a historical reference that inspired that?

this is incredibly powerful, probably too powerful. Even just limiting this to Archers might still be op.

isn’t this a strictly worse version of Farimba, while being only slightly cheaper?

overall i think this civ design is fairly close to the spirit of aoe2, but I think it will be weak. The civ’s only eco bonus is the wood from relics (I don’t think getting dark age markets does a lot) and until late castle age (ie when the first castles go up) the only military bonus is gambesons affecting other foot units. I think this civ needs something to actually make it to the point where it can build castles

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Well, the other bonuses of a similar nature in the game don’t count the buildings as belonging to the age you get them, but rather belonging to the age they’re normally available. So in this case, they don’t count as a Dark Age building, but as a Feudal Age building.

That might be a good idea. I’ll have to think of something.

Yes, the bonus goes back down when Castles are destroyed, which is why I gave them access to all HP increase technologies. It’s very important to keep them up.

It’s primarily meant to be an early bonus for archers rather than as a boost for infantry. Having +2 pierce armor in Feudal Age is nothing to sneeze at against other archers.

Oh yeah. I didn’t mention it, but that was what I had in mind. Probably should specify that.

Not especially. It was a random gimmick for a UU I had in my head, and the military discipline of the Oyo seemed to fit it, since HP can also reasonably stand in for morale.

Is it really? The pass-through damage isn’t 100%, and pierce damage is already easy to block. Besides, like I stated, archer units tend to fire at an arc, so the actual effect in their case is minimal. The main benefit is for Castles, which can’t move and can only target one unit at a time.

On its own, yes. However, since it stacks with the Castle attack boost, their ceiling is much higher, despite missing Blast Furnace also.

That might be true. However, considering how cheap Gambesons is, I wouldn’t discount its effect in the Feudal Age, since pierce attack values are much lower. For instance, 2 pierce armor blocks half of an Archer’s damage, which is actually pretty major. It’s something that’s probably a lot better in practice than it sounds in theory.

A fair point. I can try to think of something to give it.

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No Gbeto? If you plan for the Yorubas to represent the whole Bight of Benin, I’d move the Gbeto to them, they are a much better fit than Malians.

I’d love to eventually see a new Rainforest African set for civs like Yorubas, Kongolese, etc, who were known for primarily wooden architecture. The current set is mainly suited for Sahelian and Saharan civs.

lot of pics








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The Yoruba do not represent the Fon.

I don’t know if trying to fit a bunch of different African regions into one set is much better than the current solution.

True, but the Yoruba were kinda on the edge of that region.

I see. Someone else suggested in another thread that the Yoruba could be an umbrella for the Edo and the Fon as well, so reading that you added the Edo to the mix I assumed you wanted other Volta-Niger speakers as well.

I mean, depends on the opinion? There were obviously differences in regional architecture (particularly between Akan and Niger-Congo areas, my friend who modded holding sets for CK3 got backlash once for mixing up the two), but one wooden set would be better than nothing. Much less egregious than the Tupí with Inca stonework anyways. Or, as much as the Chinese with Japanese buildings look off, it’s still better than giving them the Saracen or Cambodian set.

Yeah, I’m not vehemently opposed, I just think that wooden architecture is much more iconic to Benin and Yorubas.

And the campaign story?

Not 100% sure. It would probably be about Oranyan though.

It’s second to a fun unique civ design dude

Well, what do you think of the design, @DynasticPlanet5?

Much of what I want to say agrees with @TheTowerDefender so I’ll focus on a bonus I don’t like: the half price heresy. Just make it free! The Burmese have a way better early game, get to save way more gold on every other holy tech. Just let it be a power spike. This civ doesn’t really have anything good and suddenly you feel really good about knight rushing. It’s not like this civ has any eco bonus until castle age TB anyway.

And a Dark age market is hard to justify because Saracens can way better capitalize on stonks play

Gambeson is mostly okay. It does help scouts outright never risk taking more than 1 damage from archers if you stay on top of your smithing as well. Oh wait footmen only. Skirms I guess never gotta worry about leather armor.

Still… 4 castles is a big ask. Compared to 4 relics which is way less market cost to finish the hunt for. Compare the possibly 600g you might spend on monks hunting relics to the 2600s you MUST spend getting 4 attack. Especially for a civ that doesn’t get a power hitter cavalry unit. No Paladin, not even heavy camel! It’s almost an unfair punishment to infantry. Compared to Lith who get better Hussar and Paladins. Heck I’d rather have Farimba be an attack behind but not need to worry about my castles being destroyed and then having no power whatsoever

I was kinda worried that free Heresy would be way too strong.

I guess you have a point. Free Heresy would make cavalry much more viable.

Is it because of the upfront cost?

This is making me realize that perhaps I should extend the bonus to scouts. Definitely not all cavalry though.

What if it was +2 for each Castle, but maxing out at the same +4? You only need two Castles to hit the max, which is much easier to achieve.

2 with an extra 1 in Imp. That way it’s strong but you aren’t even close to the power of other Cav civs. Heck. Camels with +1 Pierce is probably fine. Knights maybe not but cavaliers are so dead end especially with Hauberk Cavaliers who take less from anti cav not making Sicily overwhelming

I dislike any civ that steps on other civs’ bonuses or mimics them. I don’t care how balanced they are. A good civ should respect other civs’ bonuses first.

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