Mossi

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Mossi
Mossi.png
Primary culture
Mossi (West African)

Capital province
Wagadugu (1137)

Government
Tribal Confederacy Government tribal.png

State religion
FetishistFetishist.png

Technology group
West AfricanWest African technology group
Mossi ideas
Notes:

For countries with Primary culture.png Mossi primary culture.


Traditions.png Traditions:

−1 National unrest
+10% Cavalry combat ability

Yearly legitimacy.png Rialé and Yennenga

+1 Yearly legitimacy

Cavalry flanking ability.png Cavalry Raids

+50% Cavalry flanking ability

Max promoted cultures.png Nyonnyonse Vassals

+1 Max promoted culture

Autonomy.png The Nakomse

−0.05 Monthly autonomy change

Fort defense.png Land of the Ancestors

+15% Fort defense

Tolerance of the true faith.png Honoring the Masks

+2 Tolerance of the true faith

Stability cost modifier.png The Friday Court

−10% Stability cost modifier

Idea bonus.png Ambition:

+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]

id

Execute decision.pngUnite the Mossi Kingdoms

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
  • Playing with normal or historical nations
  • The country was never an end-game tag
  • None of:
    • Country flag formed_mossi_flag is set
  • At least one of:
    • Is player-controlled
    • Is not playing a custom nation
  • None of:
  • None of:
  • None of:
  • Primary culture is Mossi
  • Is not a colonial nation
  • At least one of:
    • Is not a former colonial nation
    • All of:
      • Is a former colonial nation
      • Is player-controlled
Allow
  • None of:
  • Is not at war
  • Is independent or a tributary
  • Is not a steppe horde
  • All provinces in the Upper Volta area:
    • Province is owned by Our country
    • Is a core of Our country
  • Owns core province Tenkodogo (2267)

Effects
  • Country becomes Flag of Mossi Mossi
  • Remove all provinces from the Holy Roman Empire, unless an elector or the Emperor
  • If:
    • Limited to:
      • None of:
        • Government rank is Kingdom rankKingdom or Empire rank Empire
    • Set government rank to Kingdom rank Kingdom
  • Gain Yearly prestige.png 25 prestige
  • If:
    • Limited to:
      • The country does not have custom ideas
      • None of:
        • Has activated Mossi Ideas
    • Trigger country event “New Traditions & Ambitions”
  • Set country flag formed_mossi_flag
  • If:
    • Limited to:
      • DLC Origins is active
    • Gets new Mission.png missions

AI decision factors:

  • Base weight: 1

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.

id

Execute decision.pngConfederal Kingdoms: Celebrate Rituals

In special times it is important to remember what binds us together and celebrate the festivals of our people.
 
Potential requirements
  • Has government type where: Has Confederal Kingdoms
  • At least 1 owned provinces with:
    • Culture is the same as Our country
    • None of:
      • Is the capital of Our country
Allow
  • Is not at war
  • Legitimacy.png Legitimacy is at least 20
  • At least one of:
    • None of:
      • Country flag celebrated_rituals_with_kingdoms is set
    • Has had country flag celebrated_rituals_with_kingdoms for at least 20 years

Effects
  • Lose Legitimacy.png 20 legitimacy
  • Hidden effect:
    • Clear country flag celebrated_rituals_with_kingdoms
    • Set country flag celebrated_rituals_with_kingdoms
    • Set country flag fed_kingdom_celebrating
    • Every owned province:
      • Limited to:
        • Culture is the same as Our country
      • Gain Local autonomy.png 10% local autonomy

AI decision factors:

  • Base weight: 1
id

Execute decision.pngConfederal Kingdoms: Gain Tribal Allegiance

The kingdoms proclaim their allegiance to the [Root.Monarch.GetTitle].
 
Potential requirements
  • Has government type where: Has Confederal Kingdoms
  • At least 1 owned provinces with:
    • Culture is the same as Our country
    • None of:
      • Is the capital of Our country
  • has_government_mechanic = tribal_federation_mechanic
Allow
  • Is not at war
  • Legitimacy.png Legitimacy is at least 20
  • At least one of:
    • None of:
      • Country flag gained_tribal_allegiance_from_kings is set
    • Has had country flag gained_tribal_allegiance_from_kings for at least 20 years

Effects
  • Lose Legitimacy.png 20 legitimacy
  • Hidden effect:
    • Clear country flag gained_tribal_allegiance_from_kings
    • Set country flag gained_tribal_allegiance_from_kings
    • Set country flag fed_kingdom_allegience_support

AI decision factors:

  • Base weight: 1
id

Execute decision.pngConfederal Kingdoms: Gather the Armies

We can organize new contingents of recruits through our relations with the several kingdoms of [Root.GetName].
 
Potential requirements
  • Has government type where: Has Confederal Kingdoms
  • At least 1 owned provinces with:
    • Culture is the same as Our country
    • None of:
      • Is the capital of Our country
Allow
  • Is at war
  • Legitimacy.png Legitimacy is at least 20
  • Stability.png Stability is at least +1
  • At least one of:
    • None of:
      • Country flag asked_for_manpower_from_kingdoms is set
    • Has had country flag asked_for_manpower_from_kingdoms for at least 20 years

Effects
  • Lose Legitimacy.png 20 legitimacy
  • Hidden effect:
    • Clear country flag asked_for_manpower_from_kingdoms
    • Set country flag asked_for_manpower_from_kingdoms
    • Set country flag collecting_manpower_from_kingdoms
    • Every owned province:
      • Limited to:
        • Culture is the same as Our country
      • Gain province modifier “Gathering the Troops” for 200 days, giving the following effects:
        • Local construction time +25% Local construction time
      • Gain Local autonomy.png 20% local autonomy

AI decision factors:

  • Base weight: 1
id

Execute decision.pngConfederal Kingdoms: Arrange Internal Marriage

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
  • Has government type where: Has Confederal Kingdoms
  • At least 1 owned provinces with:
    • Culture is the same as Our country
    • None of:
      • Is the capital of Our country
  • Is not a lesser partner in a personal union
Allow
  • Legitimacy.png Legitimacy is at least 20
  • Stability.png Stability is at least +1
  • At least one of:
    • None of:
      • Country flag asked_for_internal_royal_marriage is set
    • Has had country flag asked_for_internal_royal_marriage for at least 20 years

Effects
  • Lose Legitimacy.png 20 legitimacy
  • Hidden effect:
    • Clear country flag asked_for_internal_royal_marriage
    • Set country flag asked_for_internal_royal_marriage
    • Set country flag fed_kingdom_prepares_marriage

AI decision factors:

  • Base weight: 1

Strategy[edit | edit source]

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