Mossi

Primary culture
Capital province
Government
State religion
Technology group
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
Potential requirements
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations |
Allow
|
Effects
The country:
|
- 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
Confederal Kingdoms: Gain Tribal Allegiance
Potential requirements
The country: |
Allow
The country: |
Effects
The country: Trigger the |
AI will always take this decision.
Confederal Kingdoms: Gather the Armies
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
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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Eastern technology group ![]() |
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Anatolian technology group ![]() |
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Muslim technology group ![]() |
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Mesoamerican technology group ![]() |
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North American technology group ![]() |
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