Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Port Lime - Ekeuhnick (Thule)
   
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32.312 MB
2023년 11월 11일 오전 10시 20분
2023년 11월 11일 오후 1시 36분
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Port Lime - Ekeuhnick (Thule)

Captain Lime님의 2 모음집
Port Lime Civilization VI Mods
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After being left on ice for so long, Ekeuhnick finally leads the Thule peoples in Sid Meier's Civilization VI! He focuses on disaster survival and science. And you didn't even need to wait for Saint (Ekeuh)nick this time!



Do you like my mods? Do you want to see me make more of them? I do most of my modding work in a coffee shop, so consider donating something for some coffee if you like my work:

[www.buymeacoffee.com]

Special thanks to everyone who assisted and aided in developing this and other mods, over in the Civ VI Modding helpline! If you ever want to learn to mod, or if you just wanna look at the modding process, or if you just wanna hang out - this discord is for you:

[discord.gg]
댓글 20
piZzaMizzA 2024년 5월 15일 오후 5시 28분 
Bug report, playing multiplayer yields abnormally high science for every leader, regardless of stated Science yield. Found and tested in Hot Seat, no mods except base Thule and mod manager, and queued up all the ancient era research on turn 1.

When I had 2 players, Pottery would usually be fully completed in 1 turn. With 12 players, I've gotten up to every ancient era tech researched in 1 turn, but most of the time it's Pottery through Astrology that's completed (Ordered top to bottom per column). Earlier players (1,2,3) research more and later (10,11,12) research less, but this is highly variable and the amount of science seen put into a tech (when not fully completed) doesn't seem like multiples of its supposed yield (2.5).
Captain Lime  [작성자] 2024년 1월 4일 오후 5시 31분 
...it is compatible with sukritact's oceans. What made you think it wasn't?
YouCanCallMeMarmelade 2024년 1월 1일 오전 11시 14분 
Sukritact's oceans compatibility when
Soothsayer98 2023년 12월 28일 오후 10시 53분 
Took me a while to realize this but I found a bug with this mod if it's enabled. Any civilization in the game that puts a district on top of a bonus resource will get the harvest science bonus as if they were playing as this leader, even if he's not in the match.
Soothsayer98 2023년 11월 22일 오후 7시 55분 
My theory is that the coast bias is overwriting the snow/tundra bias in a way which sucks. The Thule abilities allow you to make very tall cities even in snow as long as they are in coast anyway.
Captain Lime  [작성자] 2023년 11월 22일 오전 7시 03분 
That's the thing.

I did give them a snow/tundra starting bias.

The problem is that there's so few tundra and snow tiles on a standard map that it doesn't matter. So I made the civ agnostic to Tundra and Snow, because those tiles suck anyways, and revised the design so it is not dependent on this horrible terrain that I couldn't get the damn civ to spawn on anyways. Sorry.

If I seem snippy about it, it's because everyone asks me to do this. It gets old.
Soothsayer98 2023년 11월 21일 오후 8시 08분 
The Thule mod is very fun to play, however I did notice that the starting bias seems wonky.
9 times out of 10 they spawn in the middle of the map, 2 of those times were in a desert. Just saying it feels weird to play as an arctic civ in the middle of the map instead of the top/bottom.
I saw that they have a bias to coast, but wouldn't it make sense to also give them a bias to snow/tundra too? Maybe forcing them to spawn on snow coast or tundra coast every game?
Captain Lime  [작성자] 2023년 11월 18일 오후 8시 44분 
yeah there's something funky with the artdef idk
c0rtin3x 2023년 11월 18일 오후 3시 45분 
I found that when I harvest a resource with a recon unit, that the animated figures for this unit disappear... the unit still exists, but I only see its unit icon... is that normal?
Captain Lime  [작성자] 2023년 11월 17일 오후 1시 05분 
Dogsled Hunters are skirmisher replacements. I wanted to do that to bring it in line with when the Thule People were most active: Classical/Medieval timeframe. I don't want to give them a snow/tundra buff for the reasons I listed.