Sid Meier's Civilization VI

Sid Meier's Civilization VI

61 ratings
CWJN's Aldmeri Dominion
   
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Type: Mod
File Size
Posted
Updated
86.159 MB
23 Nov, 2019 @ 9:53pm
3 Jul, 2020 @ 11:59pm
7 Change Notes ( view )
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CWJN's Aldmeri Dominion

Description
Adds the Aldmeri Dominion (TES/ESO/Skyrim) as a playable civilization led by Queen Ayrenn.
Requires GS and RF.

GAMEPLAY:
Leader Ability - Altmer Nationalism, Bosmer Grace, Khajit Mercantilism
- Happy cities (+1/2 Amenities) gain +5% production. Ecstatic cities (+3 or more Amenities) gain +15% production.
- Units can move through woods and jungle without movement penalties.
- Cannot establish domestic trade routes. International trade routes gain a bonus +1 Food, +1 Production, and +1 Science.

Civilization Ability - The Summerset Isle
- Grassland tiles yield a bonus +1 Production.
- Bosmer Camps (Unique Improvement) provide an extra +1 Amenities.
- +50% Production towards Entertainment Complex and Industrial Zone districts.
- All units cost 30% more gold to purchase.

Unique Unit - Gilded Elfish Archer
- Replaces the Machine Gun unit, with the exact same stats.
- Requires 10 Niter.
- Unlocked at Chemistry technology (Earlier than the Machine Gun, which is unlocked later at Advanced Ballistics).
- Unique promotion tree.

Unique Improvement - Bosmer Camp
- Can be placed anywhere a regular camp can be placed.
- Yields are +1 Production, +1 Food, +2 Gold.
- Gains +1 Gold per adjacent district.
- Provides a standard adjacency bonus to all districts.

KNOWN ISSUES
- Gilded Elfish Archer arrow projectiles (during attack animation) fire from an incorrect location. Not sure how to fix this, but its nowhere near gamebreaking so I don't care all that much.
- No music. More effort than it's worth to figure out how to, and it's not hard to just put on your own music while playing regardless.
- Temple of Artemis camp requirement cannot be fulfilled by the Bosmer Camp. It will, however, still gain the Amenities bonus from having Bosmer Camps within the tile radius. As far as I know, this is unfixable. A workaround is to build a camp, then build the Temple of Artemis, then replace the camp with a Bosmer Camp afterwards.

Note and Credit
All mods I create are intended to be balanced around the base game (with both DLCs). If you have issues with the balancing of any of my mods, leave a comment with constructive criticism please.

I would not have been able to create any content for this game if not for the help of the people on the CivFanatics forum. Credit to: LeeS, Lord Shadow, Deliverator, Leugi, raen, isau, Laurana Kanan, Zugaikotsu, and Infixo.
22 Comments
les8ean 15 Jul, 2024 @ 9:59pm 
Absolutely love this mod. Would you ever consider making more for other TES leaders?
SpartanXZero 7 Jan, 2022 @ 11:39pm 
Not entirely sure but the all units can move through woods and jungle without movement penalties, doesn't appear to be working? I have yet to test all the other features that this civ utilize.
Velar 26 Jul, 2021 @ 8:35am 
Haven't played as them yet but have had fun competing for AI that is playing as this civ.
✪Grafias 14 May, 2021 @ 5:47am 
Can you make this in vanilla without dlcs?
The Big Raeg 14 Jan, 2020 @ 9:55pm 
Very nice
joebob 27 Dec, 2019 @ 8:52pm 
I'm getting invisible Skirmishers and Gilded Archers...but I see you fixed that in a previous update. Maybe an old file got back in?
Autokratao 27 Dec, 2019 @ 6:22pm 
The mod seems to work for me, but for some reason it has no music. The only time music plays is when the AI talks to me and their track plays, but only while the diplomacy screen is open.
majesty  [author] 30 Nov, 2019 @ 1:11am 
@tory0404 Only reason it shouldn't work is if you don't have the dlcs or if another mod is conflicting. Both of which I can't do anything about, sorry.
tory0404 29 Nov, 2019 @ 11:39pm 
Not working
majesty  [author] 29 Nov, 2019 @ 10:55pm 
Not working on anything atm. If you have ideas shoot em and I'll see what I can do.