Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Strudeler's Civilizations: Garamantia (Old Libya)
   
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140.940 MB
14 May @ 6:12am
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Strudeler's Civilizations: Garamantia (Old Libya)

In 5 collections by Strudeler | Tatary
Strudeler's Civilization VI Deluxe and Compatible Items
196 items
Strudeler's Civilization VI Deluxe and Compatible Items Lite
128 items
Strudeler's Expansions: Historical Civilizations
91 items
Strudeler's Expansions: Pax Romana Aeternum
44 items
Strudeler's Expansions: Dancing Dervishes
41 items
Description
Play as the Paramount Chief of the Gaetuli,Tacfarinas; in Sid Meier's Civilization VI.

The Garamantes were a sedentary people related to the Berbers of the Maghreb and Tubu of Tibesti. They settled down in Phazania, now know as Fezzan in Libya, around 1000 BC. They were the first people to settle a major desert with the assistance of any major river. Ingenious farmers, the Garamantes irrigated using foggara, a type of underground aqueduct, to bring fossil water to the surface. Accomplished raiders, Herodotus noted how their chariot tactics revolved around the accumulation of slaves known as "Troglodyte Aethiopians" to fuel the nascent Barbary slave trade. The Garamantes proved a minor threat to Punic, Greek, and Roman colonials. The latter even put their capital, Garama, to the torch under the command of Septimius Severus. No monarchs are known, though some allies, like the Numidian Tacfarinas, are known. They eventually succumbed to a mix of water depletion and Arab deluge into the Maghreb. The Garamantes went extinct around the 7th century AD. Tragically, their ruins and pseudo-Berber language remain an enigma.

Please support with a like (or dislike) or through Buy me a Coffee[www.buymeacoffee.com].

STRUDELER'S CIVILIZATIONS: GARAMANTIA
  • Part of: Dancing Dervishes Expansion and Pax Romana Aeternum Expansion.
  • Requires: Gathering Storm and Maya and Gran Colombia Civilization Pack.
  • Is multiplayer compatible.

    LEADER: TACFARINAS
  • Trait - Imperium in Africa Vetus: Units heal at the end of every turn if adjacent to a functional Camp, Farm, Pasture, or Plantation.
  • Agenda - Paramount Chief of the Gaetuli: Likes civilizations that pillage. Dislikes civilization that do not pillage.

    CIVILIZATION: GARAMANTIA
  • Trait - Fossil Water: Cities do not gain Housing from sources of Water. Farms grant +1 Housing. Farms can be built on flat Desert tiles, as well as Desert Hill tiles with Feudalism. Farms on Desert tiles gain +1 Food and Production if there is no feature, doubled with Feudalism. Melee, Anti-Cavalry, Heavy Cavalry, and Light Cavalry class units that defeat a non-Barbarian unit have a chance to capture a Troglodyte.
  • Spawn Bias - Desert/Desert Hills (Tier 1).

    CIVILIZATION UNIT: TROGLODYTE
  • Unique Civilian. Cannot be produced or purchased. A charge can be spent to complete 20% of a district. Can be captured by enemies.

    CIVILIZATION DISTRICT: FOGGARA
  • Replaces the Aqueduct. Available at Irrigation. +1 Amenity and +4 Housing. Desert within 2 tiles gain +1 Food. +2 Appeal. Must be built on a Desert.

    *Outfit used by Tacfarinas comes from "The Fallen Eagle" mod for Crusader Kings III. Leader background for Tacfarinas taken from Humankind. Moment art for the Troglodyte created by Kinnas and taken from DeviantArt. Moment art for the Foggara taken from Medomed. Leader art finalised using Image2Image. Historic information can be found on Wikipedia.*

    COMPATIBILITY
  • Works with Strudeler's Civilization VI Deluxe.
  • Works with Tomatekh's Historical Religions (Amanaiism).

    TSL MAPS
  • Firaxis: Standard TSL Earth (Plot 2729), Huge TSL Earth (Plot 4875), Mediterranean (Plot 418).
  • Yet (not) Another Maps Pack (Giant Earth X=18 Y=46, Greatest Earth Map X=48 Y=31, Large Europe X=34 Y=11, Play Europe Again X=39 Y=7).

    *Plots shared with other modded civilizations/leaders will not load the game properly.

    CHANGE LOG
  • Version 1.0.0

    NOTICE
  • Mod requires certain DLC.
  • Mod is compatible with Magnificence Catherine and Rough Rider Teddy Personas.
  • Mod is compatible with the New Frontier Pass and Leader Pass.
  • Mod may or may not be compatible with certain mods.
  • Mod compatibility is subject to change if this or other mods are changed.
  • Mod is not affiliated with Firaxis, 2K Games, or Take-Two Interactive Software, inc.
  • Mod is free of charge, distributed for free, and is to be used at a user's own risk.
  • Mod is not to be redistributed.
  • New Units do not currently have new models - recycling base game models (waiting on my effects guy).
  • Mod is available in: English.

    SOCIAL
  • Discord (Pending)
  • YouTube (Videos)
  • Odysee[odysee.com] (Videos)
  • Rumble[rumble.com] (Videos)
  • BitChute[www.bitchute.com] (Videos)

    MIRROR
  • Nexus Mods[www.nexusmods.com].

    JOIN OUR GROUPS
  • Tart Society - Modder's Chapter

    Tags: Civilization, Garamantes, Garamantia, Libya, Tunisia, Algeria, Chad, Tibesti, Fezzan, Phazania, Cyrenaica, Tripolitania, Sudan, Rome, Greece, Carthage, Phoenicia, Libyphoenicia, Barbary, Maghreb, Africa, North Africa, Sahara, Leader, Takfarin, Tacfarinas, Unit, Troglodyte, Ancient, District, Foggara, Religion, Baalism, Amaniism, Food, Desert, War, Domination Victory, Strudeler, Tart Society
Popular Discussions View All (2)
1
14 Jun @ 8:27pm
Issues
Strudeler | Tatary
0
14 May @ 6:19am
Suggestions
Strudeler | Tatary
8 Comments
Strudeler | Tatary  [author] 22 Jul @ 3:41pm 
I am not familiar with that pantheon mod or how it handles plots, @The21erPowerCat. Takfarin's ability is the same modifier as the vanilla Mamluk unit. Triggering the auto heal at the end of the turn does not increase healing at all; indeed, your units would heal at a reduced +5 after moving *while still* adjacent to a listed improvement as is the case when fortified in enemy territory.

Has anyone else had issues with this civ? I tried copying the subject-requirements for Muscovy's new update - it did not work. I vividly recall Takfarin's ability working before this mod's release.
the21er.power.cat 22 Jul @ 1:38pm 
I love this civilization a lot and also appreciate adding TSL to Europe's YNAMP. I think troglodytes are balanced considering the late game eras

I was also having some trouble with healing next to farms. I noticed that my units that did not fortify healed next to farms right before my turn, with time for barbarians to attack. But I am not seeing troops heal after my turn or heal twice. I also think they aren't healing next to enemy farms, but need to double-check on that

Maybe some elaboration on when troops should be healing would be helpful so I can better troubleshoot if there are issues?


I also noticed an issue with create your pantheon. When adding production to desert tiles, if you improve anything but garamantia's farms, it removes the added production (ie adding a mine to a desert hill should go from 2 production to 4 but goes to 3).
(I know that's almost definitely a create your pantheon issue, but I thought I would bring it up anyways)
RIP Purple Aki 21 Jul @ 12:24pm 
ty for adding the berbers in TSL, great mod btw
RIP Purple Aki 17 May @ 3:16pm 
LMFAO trogs as a unit, based as fuck
clint 15 May @ 4:42am 
Thanks. Should have done a bit more reading.

Appreciate all your work.
Strudeler | Tatary  [author] 14 May @ 4:47pm 
The trait states: "Melee, Anti-Cavalry, Heavy Cavalry, and Light Cavalry class units that defeat a non-Barbarian unit have a chance to capture a Troglodyte." This is technically an ability the civilization applies to these four unit classes, @Clint.
clint 14 May @ 4:39pm 
How do you get Troglodytes?
Strudeler | Tatary  [author] 14 May @ 6:44am 
Another Barbary off the bucket list.