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Welcome to my latest achievement run write-up! For example, look how much the landscape of Africa has changed since the release patch:. The only thing you could do is wait until you researched diplo tech 2 to unlock cogs and then declare a no-cb war on Benin to give you a foothold in Western Africa. For example, if your tribe controlled ten or more provinces you exposed yourself to three horribly crippling events one for each of the monarch point types unless your leader had at least 4 skill in that category.
Yep, it was pretty tough. Behold, the new starting position for the Kongo. The neighborhood is pretty crowded now, and should give us plenty to do until we can branch out and meet the rest of the world. All of the extra provinces they added to Africa have also increased the power of this continent quite a bit. We can be on par with the western superpowers just by conquering and colonizing central and southern Africa.
Here is our government tab at the start. You could probably conquer the world as a tribe if you really wanted to. The tribal governments themselves are actually pretty good if you look at their bonuses, at least in the early game. We start at tech level2 in every category instead of 1, so we got that going for us.
The most recent patch Mare Nostrum also added in a new tech group just for us: Central African. Here are the Kongolese ideas, which are a pretty decent set. Keep in mind that most of the provinces in Africa are either jungle or desert, which have high attrition, and that most of the continent is tropical, which adds even more attrition. This idea right here is what prevents the Kongo from having a good idea set.
The third idea, however, is great, and is another cleverly placed nuance Paradox clearly planned out. By the time you are able to unlock this idea, you will likely have westernized, and thus will be brought into potential conflict with the Europeans.