Sid Meier's Civilization VI

Sid Meier's Civilization VI

50 ratings
[Arknights]:Podenco and Nightmare
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
File Size
Posted
Updated
89.364 MB
27 Feb @ 10:58pm
6 Mar @ 8:53am
8 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[Arknights]:Podenco and Nightmare

In 1 collection by 糸七
糸七的明日方舟mod
17 items
Description
Civilization: Stagnation Master
Leader: Podenco


Civilization Ability
  • Marshes provide +2 Production, +2 Faith, and grant significant adjacency bonuses to Campus, Commercial Hub, and Theater Square districts. When adjacent to Industrial Zone, Holy Site, or Encampment districts, marshes provide an additional +2 Production and +1 Faith.
  • After attacking an enemy unit, the enemy unit permanently loses -1 Movement and grants additional Culture based on n (each enemy unit can trigger this effect only once, where n is the nth time this effect is triggered).
  • Land units ignore Movement penalties from marshes.
Unique City Center Building
  • DEC-X Module:
    • +1 Science, +1 Culture.
    • When at war, this city gains +20% Science and Culture output.
    • Cannot coexist with the DEC-Y Module.
  • DEC-Y Module:
    • +1 Production, +2 Gold.
    • After attacking an enemy unit, units trained in this city permanently reduce the enemy's Movement by -1 and grant additional Gold based on 2n (each enemy unit can trigger this effect only once, where n is the nth time this effect is triggered).
    • Cannot coexist with the DEC-X Module.
Unique District: Field Operations Department
  • Replaces the Encampment and provides significant adjacency bonuses:
  • +1 Production for each adjacent district.
  • Significant adjacency bonuses from adjacent marshes.
  • Military units trained in this city gain +1 Movement and generate 1 Great General point per turn.
Leader Ability
  • Land units heal an additional 30 HP at the end of a turn, and Neighborhoods provide +3 Amenities.
  • Unique Improvement: Unlocks the "Eternal Nursery," which provides +50% Production when training civilian units; if the city has a DEC-X Module, this increases to +100%.
Unique Improvement: Eternal Nursery
  • Must be built on Grassland or Plains.
  • Base yields: +1 Food, +0.5 Housing, +1 Culture, +2 Gold.
  • Adjacency bonuses:
    • +1 Culture for each adjacent Plantation or Eternal Nursery.
    • +1 Food for each adjacent Plantation.
  • Tourism: After unlocking the Flight technology, provides Tourism equal to its Culture output.


Civilization: Nightmare
Leader: Rebbel Pasberetti Gloria


Civilization Ability
  • During a Dark Age, your units deal 50% additional damage when attacking enemy units.
  • All Economic and Diplomatic policy slots are converted to Wildcard slots, +1 Military policy slot, and ranged units deal full damage to city walls.
  • After declaring a Surprise War on a major civilization, cities gain +50% Production and units gain +1 Movement for 15 turns.
  • Unlocks the unique project "Destructive Spell": Upon completion, immediately lose -10 Era Score, then the city tile loses 1 Appeal. (costs 1 Production).

Unique Unit: Nightmare Phantom
  • Medieval ranged unit, trained 100% faster during a Dark Age.
    • After attacking an enemy, deals additional damage equal to the enemy's maximum Movement × 4.
    • Heals surrounding friendly units by an amount equal to the additional damage dealt.
    • Starts with one promotion.
Leader Ability
  • During a Golden or Heroic Age, your units have a 50% chance to evade attacks and gain +4 Influence points per turn.
  • Enemy spies in your territory are reduced by one level, and each Suzerain grants you +5% Culture.
  • Unlocks the unique project "Healing Spell": Upon completion, gain 4 Era Score and fully heal all your units.
Unique Building: Twin Blossoms
  • Replaces the Sacred Grove.
  • Tile Yields (based on Appeal):
    • Appeal ≤ -2: +3 Production+2 Food.
    • Appeal ≤ -4: Additional +3 Production, +4 Gold+2 Food.
    • Appeal ≥ 2: +3 Culture+2 Food.
    • Appeal ≥ 4: Additional +3 Science, +4 Faith+2 Food.
    • Appeal between -2 and 2: +2 Food.
  • Units trained in this city deal +50% damage during a Golden Age and have a 50% chance to evade attacks during a Dark Age.
  • During a Golden Age, Nightmare Phantoms are trained 100% faster.
Unique District: Crown of Gifts
  • Replaces the Commercial Hub.
  • Adjacency Bonuses:
    • On tiles with Appeal ≥ 2: Provides standard Gold adjacency bonuses.
    • On tiles with Appeal ≥ 4: Provides additional significant adjacency bonuses.
    • On tiles with Appeal ≥ 6: Provides even more significant adjacency bonuses.
  • Triggers a Culture Bomb.
  • During a Golden or Heroic Age, provides Culture equal to the Gold adjacency bonus; during a Dark Age, provides Production equal to the Gold adjacency bonus.


  • Calculation rules for Podenco's Culture and Gold gains from attacks:
    • Final value = (2^k) * (n - 5k + 5) - 5, where k = floor((n - 1)/5), for n ≤ 30
    • Final value = 315 + 30 * (n - 30), for n > 30
Materials and data sourced from Arknights WIKI
3 Comments
lighthunder 3 Jul @ 8:51pm 
这个mod我打了过时代会卡住,最后能过时代,但会卡画面
MrVergil 27 Mar @ 6:45am 
感觉加个bgm会好一些
2602318736 5 Mar @ 2:59am 
好像,用不了额