Mossi

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
Notes:
For countries with Mossi primary culture.
- −1 National unrest
- +10% Cavalry combat ability
- +1 Yearly legitimacy
- +50% Cavalry flanking ability
- +1 Max promoted culture
- −0.05 Monthly autonomy change
- +15% Fort defense
- +2 Tolerance of the true faith
- −10% Stability cost modifier
- +1 Diplomatic relation
Mossi is a formable country that does not exist in 1444. It can be formed by any country with Mossi culture.
Formation[edit | edit source]
Unite the Mossi Kingdoms
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
For too many years the sons of princess Yennega have fought between themselves. But now the constant rivalries and feuds have been quenched and long lost brothers are again riding side by side. It is time to turn our eyes to the world and let them know that the Mossi are one.
Potential requirements
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations |
Allow
|
Effects
The country:
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- AI will always take this decision.
- AI gives "high priority" (400) to this decision
Events[edit | edit source]
- Main article: Mossi events
Missions[edit | edit source]
- Main article: Mossi missions
Decisions[edit | edit source]
Mossi gets the government reform “Mossi Confederal Kingdom” from the event The Mossi Confederal Kingdom and this government reform enables the following decisions. These decisions set flags which trigger events half a year later.
Confederal Kingdoms: Celebrate Rituals
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
In special times it is important to remember what binds us together and celebrate the festivals of our people.
Confederal Kingdoms: Gain Tribal Allegiance
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
The kingdoms proclaim their allegiance to the [Root.Monarch.GetTitle].
Potential requirements
The country: |
Allow
The country: |
Effects
The country: Trigger the |
AI will always take this decision.
Confederal Kingdoms: Gather the Armies
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
We can organize new contingents of recruits through our relations with the several kingdoms of [Root.GetName].
Potential requirements
The country: |
Allow
The country: |
Effects
The country: Every owned provincew with our Trigger the |
AI will always take this decision.
Confederal Kingdoms: Arrange Internal Marriage
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
We can use our internal relations to arrange a marriage of [Root.Monarch.GetName] with one of the spouses of the other kingdoms in our realm.
Potential requirements
The country: |
Allow
The country: |
Effects
The country: Trigger the |
AI will always take this decision.
Strategy[edit | edit source]
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