Sid Meier's Civilization VI

Sid Meier's Civilization VI

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[GS] Somalia - Port Lime
   
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126.346 MB
7 aug, 2019 @ 12:00
27 okt, 2021 @ 17:50
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[GS] Somalia - Port Lime

I 1 samling av Captain Lime
Port Lime Civilization VI Mods
26 artiklar
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This adds the Somalian Civilization to the game, lead by Sayyid Muhammad Abdullah Hasan (damn that's a mouthful). I know the nation's history has been covered with Pirate memes and anarchy, but there's nothing sosmalliabout this civilization! Be sure to upboat and check out what somalia qal-can do!




Do you like my mods? Do you want to see me make more of them? I do most of my modding work in a coffee shop, so consider donating something for some coffee if you like my work:

[www.buymeacoffee.com]

Many thanks to Leugi, Chrisy, JFD, and Sukritact for helping to teach me how to lua well enough for this mod to actually happen after two years. Additional thanks go to Leugi and ChimpanG for helps on Art. And many thanks to all the lads who have supported me over the past two years - yes, this mod has indeed been in the works for that long!!!
96 kommentarer
Za Ukrainjhiu 15 okt, 2024 @ 5:12 
does he have a TSL?
the21er.power.cat 5 mar, 2024 @ 19:45 
sorry for convoluted comments, steam has a max 1000 character limit
the21er.power.cat 5 mar, 2024 @ 19:44 
Forts don't provide a faith bonus

Spectre of Somaliland attack bonus does not seem to be added to knight and dervish (i presume all light + heavy would act the same)

dervish does gain movement bonus from great musician, doesn't appear to gain strength bonus
I think it might not work with dervish armies though? (I could check that specific part if you would like)


I'm not 100% sure specifically about end of trade routes, but I'm pretty confident the trade routes and faifth plus great musician bonuses work as intended.
the21er.power.cat 5 mar, 2024 @ 19:44 
Qalcad great work slots don't give faith bonus (both visually, and also in money/material bar above)

Upgrading Qalcads with a stable prevents any great work storage for all buildings constructed there

Unique naval unit didn't get +5 attack when next to a trader (at least in the pop up when adding up damage from bonuses). Did get its 2nd attack. I did seem to notice that it might not have initially always got that 2nd attack when next to a trader, but it worked later so maybe I'm just crazy
(Pretty sure it got the extra sight the whole time)


Qalcads definitely delete all their great works upon each upgrade of building

droughts pillage improvements, but the tile's base yields remain the same during drought. Don't know if this is intentional; the description read "prevents drought"
the21er.power.cat 5 mar, 2024 @ 19:44 
never mind, there is no bug discussion thread so I will put them here:

Firstly I tested all of the following with all the up to date civ VI add on, but not mods other than this one. I also restarted my computer before beginning the games I tested this on
I did test thiw while i was on easiest difficulty


I imagine there probably is like prerequestee mod or some base civ content that is incompatible. Not sure whats going on

I would be happy to do more testing or give more information (though i might be a little slow because I am starting college soon)

If anyone else here is sure they aren't encountering these issues, please let us know
the21er.power.cat 5 mar, 2024 @ 19:16 
Found a lot of bugs (from my side at least) gonna post them in the discussion
Soothsayer98 3 feb, 2024 @ 12:37 
Oh and forgot to mention. As long as this mod is enabled then literally any civilization I play as will have the Diplomatic Quarter bug, it's not just this leader. It happens even if he's not currently in the map.
Soothsayer98 3 feb, 2024 @ 12:35 
I found a bug with this mod, specifically this one, took me a few hours of thorough testing and I managed to pinpoint exactly this one.

I'm playing with the Gathering Storm ruleset but the Diplomatic Quarter gives culture instead of diplomatic favor with each delegation/embassy. Tested it multiple times to make sure I wasn't crazy, as well as deleting every single mod and having only this one enabled. Do you think you could eventually make a bug fix? Thanks.
Captain Lime  [skapare] 19 dec, 2023 @ 20:28 
As far as I know
the21er.power.cat 19 dec, 2023 @ 11:46 
do the qalcads still work in this?