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The Mississippi
Map by Tomatekh
Map by Tomatekh
Leader
Tuskaloosa
Capital
Cahokia
Religion
Protestantism

Southern Cult (HR)

Culture
req. mod
Woodlands


Traits req. mod
Protective, Financial
Map Labels Language req. mod
First Americans
Magical Girl req. mod
Sehoy
Civilopedia

The Mississippi led by Tuskaloosa is a custom civilization by Tomatekh,[1] with contributions from DJSHenninger.

The mod requires Brave New World and replaces the City-State of Cahokia with Chaco Canyon.

Overview[]

The Mississippi[]

The Mississippian Culture was the last major pre-Columbian cultural development in North America, lasting from around AD 700 to the time of the arrival of the first European explorers; ca. AD 1600. It spread over a great area of the American Southeast and mid-continental river valleys, with scattered extensions northward and westward into the Great Plains. The culture was based on the intensive cultivation of maize, which resulted in large population centersm and participated within a larger exchange network known as the Southeastern Ceremonial Complex.

Tuskaloosa[]

Tuskaloosa was a paramount chief of a Mississippian chiefdom in what is now the state of Alabama. He is primarily known through the accounts of the Spanish conquistador Hernando de Soto and is notable for leading the Battle of Mabila. Contemporary records describe Tuskaloosa as being very tall and well built, being feared equally by his vassals and neighboring nations.

Dawn of Man[]

MississippiModDiplo

Art by Tomatekh

Hensci, Tuskaloosa, Chief of Atahachi and leader of the Mississippian people! Your prowess in battle is matched only by your cunning. The culmination of the mound builder tradition, the Mississippi represent one of the most advanced societies of pre-Columbian North America. A gifted and industrious people, they developed widespread trade networks and utilized impressive agricultural projects to sustain some of the largest cities in the medieval world. Yet, the Little Ice Age would ultimately devastate the great population centers of Cahokia and Moundville; destroying their economy and dispersing their people. By the time Europeans arrived in the Americas, the Mississippi were a mere shadow of their former selves and the legacy of the mound builders would soon fade into legend.

Feared warrior, the Mississippian culture has all but vanished and even your descendants have forgotten the great earthworks of their ancestors. It is time to return, to reclaim the Big River, and grow the maize that once sustained your mighty cities. Can you restore your lost chiefdom? Can you build a civilization that will stand the test of time?

Introduction: "Hensci! I am Tuskaloosa, Chief of Atahachi and leader of the Mississippian people. You are welcome to trade and make offering in my cities."

Introduction: "You approach Tuskaloosa, Paramount Chief of Atahachi. I hope you've brought tribute..."

Defeat: "I have a victory gift for you. It's just... in my other town. We should go there... together. This is in no way suspicious."

Defeat: "Like a coward, you hide behind your men! Cehecvres!"

Unique Attributes[]

The Mississippi (Tuskaloosa)
MissLeader

Art by Tomatekh

Maize Economy

Your highest Citizen Population Cities form Regional Centers which increase Food Food and decrease Building Maintenance in nearby Cities.

BirdDancer

Art by Tomatekh

Falcon Dancer (Longswordsman)
  • If trained in a Regional Center:
    • Starts with bonus XP equal to the City's Citizen Population
    • Trains +50% quicker
  • Obsoletes at Metallurgy instead of Gunpowder
  • Does not require Iron Iron
MissMound

Art by Tomatekh

Mound Temple (Temple)
  • Provides FaithIcon Faith and Science Science based on the latitude of the City[2]
  • Centers the equator on the world map
  • No Gold Gold Maintenance
City List
  1. Cahokia
  2. Moundville
  3. Spiro
  4. Angel Mounds
  5. Atahachi
  6. Emerald Mound
  7. Etowah
  8. Kincaid
  9. Castalian Springs
  10. Cloverdale
  11. Grand Village
  12. Mabila
  13. Holly Bluff
  14. Jaketown
  15. Bottle Creek
  16. Boyd Mounds
  17. Fox Farm
  18. Long Swamp
  19. Mound Bottom
  20. Ocmulgee
  21. Nodena
  22. Murphy Mound
  23. Nikwasi
  24. Slack Farm
  25. Tolu
  26. Winterville
  27. Twin Mounds
  28. Talisi
  29. Caxa
  30. Eaker
  31. Midway Village
  32. Dyar
  33. Sellars Mound
  34. Uxapita
  35. Sixtoe Mound
Spy List
  • Kikikwawason
  • Tomochichi
  • Emistesigo
  • Lamochattee
  • Osceola
  • Eyota
  • Onawa
  • Halona
  • Mausi
  • Cocheta

Strategy[]

MississippiIcon

The Mississippi encourage settling tightly packed clusters of high population cities. Your highest population cities form regional centers which then provide food and economic benefits to any city settled within 6 tiles. The closer a city is settled to the regional center, the larger the bonus received by both the satellite city and the regional center. This ability also proves useful when trying to colonize a foreign continent, as the first city settled on another continent establishes a new regional center to provide bonuses for any fledgling cities. Keep in mind that regional centers are not static, and if a satellite city reaches a higher population than its regional center, it will become the new center.

The Mound Temple creates a bit of a gamble depending on where you initially spawn on the map. If your cities are near the equator, the temple provides additional faith, but if they’re near the poles; additional science (both of these instances reaching a max of 4 yield). At the tropics, the temple will provide and even +2 to both yields. If you find yourself in need of either faith or science, consider creating a new cluster of cities at the desired latitude. Aim to settle this cluster far enough away from your other cities so that it establishes its own regional center.

The Falcon Dancer may seem like an average unit, but it compliments the Maize Economy unique ability. If trained in a regional center, they train 50% quicker and start with bonus experience equal to the center’s population. Your capital will likely function as a regional center throughout the game, so use it to quickly train powerful, experienced Falcon Dancers during the Medieval Era.

Mod Support[]

Mod Support
Yes
Yes
Community Balance Patch
Referenced
Yes
Yes
Ethnic Units
Yes
Yes
Yes
Yes
Map Labels
Yes
Yes
Yes
Unknown
Unique Cultural Influence
Yes
Wish for the World
Yes
YnAEMP
Yes

Events and Decisions[]

Invent Chunkey[]

Our warriors have invented a game of skill played by throwing a spear at a rolling disc. The sport has quickly developed a following and even our farmers have found entertainment by gambling on the outcome of matches.

Requirements/Restrictions:

  • Player must be the Mississippi
  • Must have constructed at least 3 Colosseums
  • May only be enacted before researching Metallurgy
  • May only be enacted once per game

Costs:

  • 50 CultureIcon Culture
  • 1 Magistrates Magistrate

Rewards:

  • Colosseums will also generate +10% Gold Gold
  • The XP bonus Falcon Dancers receive when trained in a Regional Center will be increased by 50%

Develop River Polities[]

The Great River not only provides us with fertile soil to grow maize and squash but also allows us to trade goods and communicate with distant chiefdoms. We should continue to settle river valleys to encourage economic growth and increase the influence of our regional centers.

Requirements/Restrictions:

  • Player must be the Mississippi
  • Must own at least 15 River tiles
  • Must have at least 2 Cities settled adjacent to a River
  • Must have researched Civil Service
  • May only be enacted once per game

Costs:

  • 3 Magistrates Magistrates

Rewards:

  • The radius affected by Regional Centers will be increased by +1 tile

Chunkey Match[]

EDChunkeyGame

Chunkey Match Event Image

The City-State of X has challenged us to a ritual game of chunkey. If we accept the invitation, we are likely to curry favor with the city and possibly renown for our warriors. However, if we are unable to attend, we can still gamble on the matches of neighboring nations.

Option 1: We accept their challenge!

  • 50% chance to suffer 2 turns of Resistance in your Capital
  • 50% chance to celebrate a 'We Love the King Day' in your Capital
  • +20 Influence Influence with X

Option 2: We should place a bet...

  • 50% chance to lose 100 Gold Gold
  • 50% chance to win 300 Gold Gold

Note: This event can only fire for the Mississippi after they enact the 'Invent Chunkey' decision. It may also fire for Poverty Point after they reach the Medieval Era.

Unique Cultural Influence[]

"My people are now playing chunkey and trading shell gorgets. I worry the rest of the world will soon succumb to your culture."

Full Credits List[]

Steam Workshop
Latest Version: BNW v. 40
Last Updated: 14 August 2017


  • DJSHenninger: Unit conversion (from Danrell’s Civ V Ancient Aztec Pack)
  • Tomatekh: All code and art otherwise not listed

Notes and References[]

  1. Tomatekh's Civilizations
  2. The Mound Temple provides more FaithIcon Faith the closer the City is settled to the equator, and more Science Science the closer to the poles.
Tomatekh's Civilizations [edit]
BNW or G&K
BeninGaramantesGothsHittitesKievan Rus'MaliSumerTimurids
BNW Only
CaralChampaHarappaKuikuroMississippiPoverty PointShangSiouxXia
Collaborations
OlmecKilwaKongo
Other Mods
Ancient Ruin RewardsGreat Prophet NamesGreat SpyHistorical ReligionsPontoon Bridge
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