Sid Meier's Civilization VI

Sid Meier's Civilization VI

Strudeler's Civilizations: Garamantia (Old Libya)
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.