Sid Meier's Civilization V

Sid Meier's Civilization V

Inuit Civilization
71 comentarios
ottmaxval 13 JUL 2023 a las 2:24 
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 ABR 2022 a las 18:54 
Whenever i embark land units the screen glitches out, any way to fix this?
Monado 30 MAY 2014 a las 10:26 
Could use a BnW update!
ragirk 1 ABR 2014 a las 6:00 
BNW pls?
Hatsune Miku 21 DIC 2013 a las 0:33 
I hope the Vanilla version gets fixed
eguadanoite 4 DIC 2013 a las 10:03 
did the vanilla version ever get fixed
<SK>|WithWingsAsEagles 30 NOV 2013 a las 21:20 
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 a las 0:59 
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 AGO 2013 a las 3:35 
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 AGO 2013 a las 11:18 
Alaska FTW!
eguadanoite 28 JUL 2013 a las 7:35 
any chance of a base game version plz and ty
Epicazeroth 26 JUL 2013 a las 10:14 
Can you make it compatible with BNW?
Hiram 16 JUL 2013 a las 21:59 
Any chance of a BNW update soon?
Sol 2 JUL 2013 a las 14:52 
Igloo improvements would be great. Another thing would be having a bonus on tundras/ice.

This could come from a bonus to tiles within culture borders, a building that gives a bonus to the city or an improvement that boosts nearby tiles.
Hobertonio 25 JUN 2013 a las 14:52 
Really like playing this Civ, the extra luxury is very nice, but not getting anything from all the snow kinda sucks. I think an Igloo tile improvement would be pretty neat, pretty much a camp except on snow tiles.
VTShark 18 JUN 2013 a las 4:55 
Really enjoy playing as them as it sets them apart from the rest of the pack via a unique UA. However, this same UA encounters problems when dealing with the AI - they refuse to settle cities that would take advantage of this UA except under the most crowded or dire situations, preferring to settle elsewhere like most other civs do.
frandiggin 14 MAY 2013 a las 13:04 
Should be able to have cities on ice.
I poop out minisentries 9 ABR 2013 a las 17:57 
Perhaps replace the Granary with a structure that offers, instead, a + bonus to the use of fish, whale and deer tiles
Moriboe 2 ABR 2013 a las 9:48 
Looking for a TSL map including the Inuit? Try "Play The World G+K". Screenie of start location: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=136255665

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fredbujo 11 FEB 2013 a las 19:52 
@Galgus

I like your idea, it would be great to make non-hill snow tiles useful.
fredbujo 11 FEB 2013 a las 19:51 
About the Ice Walking issue, why wouldn't you instead give them say, a "Kayak" promotion that would allow embarked units to cross floating ice? That could eventually be applied to all inu units.
Spiffy_King 16 ENE 2013 a las 19:21 
Excellent Civ, they have a fun and unique play style, settling the areas on the map normally avoided by others, it feels very appropriate.
Currently I think their Unique Ability is incredibly strong and doesn't need any buffing, the bonus Luxury you gain from settling in areas no one else goes is a fantastic reward. It also allows you to go after those annoying strat resource deposits that are sitting on stupid frozen islands and not have the city be a drain on happiness.
Galgus 13 ENE 2013 a las 22:18 
This mod looks interesting, but it seems a bit odd to encourage the Inuit to build near Snow while it still has no yield for them. I'd suggest buffing their UA by giving them some natural yield from snow tiles, with perhaps a bonus food yield for snow tiles bordering the coast.
udhessi 1 ENE 2013 a las 5:54 
fair enough, those are pretty heavy side effects.
Trystero49  [autor] 1 ENE 2013 a las 1:56 
@udhessi

Qamutiq were once able to cross ice, but there are issues.
1) In order to make them cross ice, I had to remove their ability to embark.
2) Doing so required me to make a custom UnitCombatClass, which meant that no animations played during combat for the qamutiq, which made for a rather jarring game.
3) Because of the above problems, whatever the Qamutiq upgrades to would have had to not get the Ice Walking bonus.
4) It turned out to be basically useless on a standard Continents map.

I may be able to look at it again and see if there's another way (my modding skills have improved since I've made this), but IIRC I won't be able to implement it unless I make this mod far less compatible.
udhessi 31 DIC 2012 a las 19:38 
cheers.
a suggestion : why wouldn't the qamutqit (that's a hopeless attempt to form the proper plural form of the word) be able to cross ice, with the same restrictions helicopters or Carthage's elephants have when crossing mountains (I mean the otherwise impassable sea ice, not ordinary terrain covered in snow).
would be rather useless, but quite fun.
same hability for settlers perhaps, in order to found small towns on the islets that are usually found in the polar areas of the maps, sometimes with fish or whale nearby.
no idea if this is technically feasible.
Midnight Lace 26 DIC 2012 a las 21:05 
i love this mod its great but i think u should make the Qumutiq replace the horseman instead of the chariot archer
Trystero49  [autor] 14 DIC 2012 a las 11:11 
Also, I forgot to mention that on November 28, 2012 I put up a new version with a DOM image and a Map.
Trystero49  [autor] 14 DIC 2012 a las 11:10 
They do, but for some reason it doesn't work very well. For example, Russia also has a start bias for tundra tiles, and as you can see in the base game, that bias doesn't work that well either.
Lord_Daemonar 14 DIC 2012 a las 10:56 
Do they have a start bias for tundra tiles?
Trystero49  [autor] 10 DIC 2012 a las 1:49 
No one capable of making a custom qamutiq skin has volunteered their services yet, and unforunately I don't know of a qamutiq skin kicking around on any civ enthusiast forums. So it may take a long time to get a Qamutiq skin, although I would defintely like to have one. As for the second question, I do not know if that is possible.
aaron.herridge 9 DIC 2012 a las 23:43 
Beautiful! Any chance of seeing unique animated avatar on the map for the Qamutiq unit soon? Or art for the Inuksuk on the map in the city cluster?
Trystero49  [autor] 17 NOV 2012 a las 12:04 
New version! This has updated UU and UB buttons. You can see then in the screenshots for the civilopedia page of the qamutiq and the inuksuk.
Trystero49  [autor] 13 NOV 2012 a las 2:27 
Thanks for all the feedback! Someone on civfanatics posted up some awesome UU and UB buttons. I will update ASAP -- currently having some RL stuff and can't update.
goicuon 12 NOV 2012 a las 18:12 
Awesome Mod
76561198031812219 10 NOV 2012 a las 10:22 
Great idea, great result.
Yyrkroon 9 NOV 2012 a las 6:44 
Actually looks balanced - unlike some of the other civ adds. Thanks OP.
Alakshak 8 NOV 2012 a las 12:44 
Alaska Approved
Joorut 6 NOV 2012 a las 10:38 
proud to be inuit <3 Im from Greenland
scout (lisan al gaib) 5 NOV 2012 a las 21:01 
This looks really promising. i look forward to using this.
Secon 5 NOV 2012 a las 8:39 
looks interesting.
Oni 5 NOV 2012 a las 6:19 
Inuit is a great civ idea. Very original.
Trystero49  [autor] 4 NOV 2012 a las 17:11 
New version. Slightly weaker UA and UU. Added more screenshots.
Trayan 4 NOV 2012 a las 1:32 
wow
[GWJ]agentwred 3 NOV 2012 a las 21:51 
this sounds cool. Hope to hear the vanilla version gets fixed, as I'm not sure if or when I will get gods and kings. Is it even worth it? There already seems to be a lot here, especially with mods.
NerdExtrodinare 3 NOV 2012 a las 17:05 
Yeah, Quamutiq is rediculously over powered. Take the Egyptian unique unit, make it better, and get it earlier. Then give them bonuses that are better than everyone else too.
DIY Miracle 3 NOV 2012 a las 13:45 
Is it possible you could provide more preview pictures? I don't want to go through downloading it to realise it's a peace of crap. Marvelous idea though!
Pouakai 2 NOV 2012 a las 18:20 
Sorry, but this is completely OP:
UA provides a luxury resource for each polar coastal city, easily enough to ship to all players
UU comes earlier, lacks requirements and is faster
UB Provides standard benefits, an extra promotion and a food bonus.
Benevolent Psychopomp 2 NOV 2012 a las 9:27 
sounds awsome. but the Qamutiq sounds a little OP. it can just sprint in. i would suggest a + 1 or 2 movment in snow and desert.
Overlord Ducky 2 NOV 2012 a las 0:44 
Do you have a non-G&K version of this mod? If you don't then it shouldn't be to hard to make one since all of the things added by the mod is affected by things in normal game. I'm not a modder though so I'mprobably wrong about this. (:P)