Im back again! Miss me?! MThe Mossi are an empire south of Songhai and east of Mali. See map. The Fuso and Mossi peoples define their cultural lineage different from the Songhai Gao or the Malians. Aggressive raiders, they were oin the hunt often… and they outlasted both of them as an empire.
Mossi (1000-1896)
A Cavalry civ
- Building any economic tab building grants 8f/g. Houses only 2.
- Can train and starts with camel scout
- All units 3% faster
While not the most historical of bonuses, this sort of shows their aggressive play. Turning economy into a source of gold which they save on technologies. You were expecting another Sahara salt and gold civ? Not so buster! The movespeed is to show how far their aggression could go and is also an eco bonus. Maybe it’s too many early bonuses but the camel scout is bad for aggression. As in it does 1 damage to a villager even after hitting Feudal.
Team Bonus: Heavy Cavalry* (not elephants) +2 dmg vs standard buildings.
Knights, Keshiks, Cataphracts, Leitis, Tarkan, Monaspa, Boyar, Ratha even in ranged form. TLDR any unit not elephant that isn’t covered by Gujara light cavalry!
This bonus is pretty straightforward I hope and not too good. Most civs, at least half the civs can put this to use in some way.
Missing Techs:
- Barracks: Eagle Scout, Supplies, Gambesons
- Archery Range: Elephant Archer, Arbalest
- Stable: Steppe Lancer, Battle Elephant, Heavy Camel
- Siege Workshop: Armored Elephant, Heavy Scorpion
- Dock: Fast Fire Ship, Dry Dock, Elite Cannon Galley
- Blacksmith: /
- Economy: Stone Shaft Mining, Two Man Saw, Guilds
- University: Keep, Heated Shot, Fortified Wall
- Monastery: Sanctity, Theocracy, Redemption
- Castle: /
Wait this desert civ with a UU camel is missing heavy camel?! WUT!
UU: Nakomsi - Camel Unit with a bonus damage damage for each armor type the unit or building has! Each swing also generates .5 food for every armor type the unit or building possesses. And for non-wall buildings, .3 wood instead per armor type.
For buildings this bonus is reduced
Nakomsi | Stats | Elite |
---|---|---|
Health | 85 | 100 |
Attack | 4 (+4 armor type) | 5 (+6 per armor type) |
Range | melee | |
Accuracy | 100 | |
RoF | 2.2 | 2.2 |
LoS | 6 | 6 |
Movespeed | 1.4 | 1.4 |
Armor(Camel/UU) | 1/0 | 1/0 |
Cost | 50f/70g | |
Train Time | 19 | 19 |
To Elite | 700f/750g | 60s |
Basically a plundering unit. Use to supplement farm woes. About the mechanic it doesn’t actually add bonus damage vs every single armor type in rudimentary non coder code talk it works like this:
IF Nakomse strikes unit, THEN count arnmor types. IF unit, then add x damage to target and .5 food per armor type. IF buillding type except walls, then add x damage to target and .3 wood per armor type.
Confused?! Hope not. But this ignores bonus damage armor so a Cataphract wont reduce the damage vs its cavalry armor and will therefore take 12 bonus (16) damage due to its two armor types.
Counter with Halbs despite them having 2 armor types or and unit with only 1 armor type: knights, swords, archer, and other camels.
They are also great anti-building but compared to Tarkans just have more pierce defenses more HP and melt castles.
To quote wiki which was good enough research for official civs:
When horsemen invaded from the south they created a political or ruling class, called Nakomse (sing. Nakoambga), and a spiritual class called Tengabisi. Speaking of Tengabisi
The answer to why both of these effect camels is because Mameluks throw scimitars.
Castle UT: Tengabisi - Camels 90% less gold, half of which becomes food cost and do slightly more bonus damage.
The price change is -54 gold, +27 food ending cost of 82f/6g.
Cost: 500f/300g 45s
So now you get why you don’t get Heavy camel. Whether this is worth taking is… its hard to say. They’re moving at neat Cuman speed but…
Imperial UT: Volta Raids - Scout Line, Rams train 100% faster and all techs that effect them are half cost/research time
Cost: 500g/250f 75s
Basically raiding from the Volta River area was common as it was one of the ,m,ost northern areas bordering Songhai, so make rams and flood in with Hussars!
Techs affected are: Blacksmith attack and horse armor, conversion based techs at monastery, Conscription, Husbandry, Bloodlines, Siege Engineers, the direct upgrades for both unit lines! Doesnt sound like a lot and I almost want this to be a Castle Age tech so you can get more techages abuse.
Strategy: Well this civ starts aggressive, stays aggressive and kinda has a spear shaped weakness that never goes away! Yea sure you can go Skirmisher but that’s a whole line of techs you gotta go out of your way for.
If numbers too good I can rework but… scouts are your play. You can drush well with the free food/gold you get from town building, and the very minor speed boost.
In feudal the speed boost is only 3%. It helps but if it wins the game for you then I gotta say… Scouts can still catch your non-scouts.
You pivot hard into Knights in Age 3 and keep hard aggression as they break buildings with the Team Bonus. It doesn’t sound like much but if you get a bunch of knights on that TC… well if you do they’re gonna lose anyway. You may want to go for Camels but no Heavy rider sucks since the game tries to encourage with access to the scout.
In Imp Age you probably use Paladins backed by siege. You can use full cav archer which I might change. Hussar and Ram flood can be scary and Nakomse can keep your armies fed!
Anyway I’m a tad rusty and apologize if I’m not doing this correctly. Remember numbers arent final