Sid Meier's Civilization V

Sid Meier's Civilization V

169 ratings
Inuit Civilization
   
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3.490 MB
29 Oct, 2012 @ 10:49pm
28 Nov, 2012 @ 5:12pm
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Inuit Civilization

Description
Adds the Inuit as a playable civilization. Technically, the Inuit are not an empire, but a collection of culturally similar groups.

UA: Arctic Hunters. For every coastal city built on or next to snow receive Seals, a unique luxury resource. +10% combat strength in snow and tundra for melee units.

UB: Inuksuk. Replaces Monument. +2 Culture, Grants all Scouts trained in city Scouting I. +1 Food from Deer and Whales

UU: Qamutiq. Replaces Chariot Archer. Is not stopped by rough terrain. Available at Animal Husbandry. Does not require horses.
One less movement point and more fragile physically.

Compatibility issues: This is the G&K version. There was a Vanilla version but I had to take it down because of bugs. I will try to fix it.

So far, there is no skin for the Qamutiq.

Note: this mod alters the CityView.lua and CivilopediaScreen.lua core game files, meaning this mod will act strangely with other mods that also alter those files, unless those files are altered in the same way. (Some of Tomatekh's civilizations use the same trick but those mods should be compatible with this one because the trick is identical. The database.log may still display errors even though the mods are compatible.) These alterations are made so that the Inuit UA can be implemented via <FreeBuilding> XML tag without an unsightly dummy building in the City Screen and in the Pedia.

Special Thanks to:
Tomatekh for art assets (except UU and UB buttons).
jpbar81 for UU and UB buttons, map and DOM image (created in part with Tomatekh art assets)
Polar Bear for ideas
Civfanatics.
Firaxis

How you can help:

The following art assets could still use some work:
Qamutiq skin (currently representated by chariot archer).
71 Comments
ottmaxval 13 Jul, 2023 @ 2:24am 
I'm not sure why but the inuit civ i have in my mods has different UA/UB. It doesn't work completely fine tho (should claim all adjacent snow tiles and it doesn't - UB should provide+15% culture and it doesn't)
Owain 27 Apr, 2022 @ 6:54pm 
Whenever i embark land units the screen glitches out, any way to fix this?
Monado 30 May, 2014 @ 10:26am 
Could use a BnW update!
ragirk 1 Apr, 2014 @ 6:00am 
BNW pls?
Hatsune Miku 21 Dec, 2013 @ 12:33am 
I hope the Vanilla version gets fixed
eguadanoite 4 Dec, 2013 @ 10:03am 
did the vanilla version ever get fixed
<SK>|WithWingsAsEagles 30 Nov, 2013 @ 9:20pm 
I am Inupiat which my mom's side comes from King Island off the coast of Alaska and my Great Grand Father was Chief. Dog Sleds? Umiak which is a boat... Many more like Ivory carving so I would say ivory gives a great plus. Many of my uncles were carvers of ivory.
Hokath 7 Sep, 2013 @ 12:59am 
I'd love to see a BNW version. I'm guessing you gave these guys a tundra bias?
Imho since they are going to have the sub-par terrain, you may as well bake the +food into the UA, and have it work on all tundra and snow.
Then the building can give snow/tundra +1 production, even then that might not be enough. Maybe even +1 UA -> +2 food upon researching some tech, since you cant always build the farm, especially on snow. Snow as 3f, 1p is not at all OP. But yeah, I love the flavour of being able to use the sub par terrain. Seals is also very cool. Maybe even +1 commerce for all cities with seals, you know like modifiying the terrain value? That might be too far though :) Just my thoughts.
MC Pocahontas 20 Aug, 2013 @ 3:35am 
I definetly agree that there needs to be some sort of food/production bonus on tundra/snow/ice. As it is right now, there really isn't much of a reason to settle cities there other than seals.
ZEARTH 4 Aug, 2013 @ 11:18am 
Alaska FTW!