Sid Meier's Civilization VI

Sid Meier's Civilization VI

Port Lime - Ottomans Rework
46 opmerkingen
Marco 18 okt 2024 om 19:21 
Hi! Can we get an update that fits the second Persona?
petimazug 1 feb 2023 om 9:31 
Thank you for the reply, it's understandable. You'll get to it when you get to it!
Captain Lime  [auteur] 31 jan 2023 om 19:55 
I just had a playthrough of it. There are a few bugs I want to fix and definitely update for new Suleiman, but my priority right now is on fixing Iran up.
petimazug 29 jan 2023 om 6:52 
Please update for the new persona!
Boa of the Boaians (ᜊᜓᜀ) 15 dec 2022 om 7:00 
Now I’m curious to how this mod will respond/update when the other Indian-looking (no offense intended lol but thats how he looks to me) Suleiman is out….

But other than that, I like this mod, even more so with the upcoming Great Commanders Pack! Also… I’ve always somehow felt that Janissaries should be the civ unit, not the Barbary Corsair, it just seems to fit a lot more when I think of the Ottomans.
ropestring3 13 mei 2022 om 21:10 
Ottoman base game not pure conquer civ. They get ammenity in conquered city and the bank replacement is quite nice with or without conquer
Captain Lime  [auteur] 24 nov 2021 om 7:57 
When I was originally making this mod concept, the UA was going to be about the Devsirme/Millet system. However, as I proceeded, I realized that that would be doubling down on the Janissaries, which the Ottomans already have, and would be depicting the Ottomans as exclusively a conqueror. This is a very western-centric viewpoint that has been disputed, and I personally disagree with - I wanted to focus this Ottomans civ around their mastery of administration over their conquered territories, which can be boiled down to "Pay your taxes and we'll leave you alone. We don't care what you worship."
Safiye 24 nov 2021 om 3:06 
Much better than the original one. Especially, I got REALLY annoyed when I heard "Otttoman's unique unit is Barbary Corsair." in the first-look video.
But still, I wonder why nobody cares about the sound Ottoman systems named Millet and Devshirme...
Captain Lime  [auteur] 15 jul 2021 om 10:20 
Honestly, when I'm a conqueror, I get zero embassies except from allies.
Arcadian 14 jul 2021 om 23:37 
Wouldn't "Has Odabashi" be a bit OP on large maps? On huge he could get +12 favour from that alone. Not that I think exactly everyone would send an embassy to him. How many embassies is common for an AI to have when they have met all civs?
rock throwing enthusiast 29 apr 2021 om 7:01 
Having the Ottomans be all in on domination or bust like Ghengis Khan really felt ahistorical. Now the ridiculous economy and production you get from Commercial Hubs in conquered cities lets you pivot into any victory type. I also really like the Janissary rework, it solves Suleiman's huge dearth of governor promotions that Fireaxis tried so ineloquently to solve by giving Suleiman a free promotion with Gunpowder. It seems like the strat with this rework is to push in the Medieval and Renaissance era with Trebuchets and tech into Janissaries mid way through to rack up those promotions. I think it'd be good to move the Bedestan to a different unlock because of that. I also wish this mod still kept the Barbary Corsair though, those were insanely fun on TSL Earth games, but I have no clue how you could balance that.
Captain Lime  [auteur] 15 feb 2021 om 11:39 
@Crowbar: that was an earlier idea for Suleiman the Magnificent, that actually got incorporated into Civilizations Expanded!
@Valetine: woops. I'll get right on that after May.
V-tin 13 feb 2021 om 7:17 
I had an error in modding.log with this mod:
"Line 105: [2615950.124] ERROR: Invalid file reference in action, did you forgot to add it in <Files>? - core/TunisText.xml"

I changed in "Ottomans Redux.modinfo" from "core/TunisText.xml" to "core/TunisText.sql"
Abdul 3 feb 2021 om 8:23 
interesting changes!
What I always thought would be cool for ottomans is bonus production towards wonders in the capital.
Captain Lime  [auteur] 30 dec 2020 om 20:39 
Maybe!
Filipe 30 dec 2020 om 17:44 
Is this MOD compability with Warfare Expanded: Reload?
Captain Lime  [auteur] 8 dec 2020 om 10:54 
Unfortunately, it does not. I no longer support YnAEMP because it's a pain in the ass and the author really annoyed me with his hissy fit.
Madisonian 7 dec 2020 om 0:47 
Does Tunis have TSL for YnAEMP? Came looking for something to fill the gap in North Africa.
Captain Lime  [auteur] 6 dec 2020 om 18:37 
No.
Akashi 3 dec 2020 om 12:39 
Is it possible to download the previous version of this mod?
Captain Lime  [auteur] 23 nov 2020 om 14:55 
My current priority is a Babylon Rework though. Babylon is so broken that it ruins all other strategies besides Play Babylon -> Get Mining -> Win. Firaxis should feel bad for even thinking that was okay to begin with.
Captain Lime  [auteur] 23 nov 2020 om 14:52 
Yeah, I'm thinking of nerfing the Commercial hub specialists to just be the equivalent of 1 Commercial Hub Specialist and .5 of the other two.
Kaitax 23 nov 2020 om 11:10 
Making all specialists in the district produce 3 culture, production and 2 more gold, is realy brokenly powerfull if you ask me ...
It effectively means that with a commercial hub specialist, you effectivly have a 1.5 commercial specialists, 1 culture specialist and 1 industrial specialist. So the output of 3.5 pop on just 1 pop. And that up to 4 times!

Otherwise, realy interesting and well made. Rather then getting bonuses for conquering that make you conquer more, it's economically smart to conquer.
If ever I needed encouragement to conquer places rather then expand myself, this civ version gives it in droves.
Good job.
Captain Lime  [auteur] 18 okt 2020 om 12:08 
Yeah it's unfortunate but I can only do so much
Tim 18 okt 2020 om 6:31 
I appreciate your work to make Ottomans looks more credible. But even if Bedesten are more Ottomans language and architecture, it's weird to just rename. Because the 3D model is not at all a Bedesten. So it don't really fix the problem, but move it somewhere else.
Captain Lime  [auteur] 23 sep 2020 om 10:50 
I don't know how Sui Generis interacts with this mod. Sorry!
Lucius, the Heavenly Dragon 23 sep 2020 om 8:06 
Does Sui Generis overwrite this mod? I had both active and all the abilities were listed, but none of them seemed to take effect. Those were the only two mods I had that might've altered the Ottomans. I didn't even have Warfare Expanded.
Captain Lime  [auteur] 30 aug 2020 om 12:44 
Tell me about it.
Arcadian 30 aug 2020 om 10:27 
Okay, that's a bit misleading then. I thought it would either get 5 for upvote or 1 for downvote. They should just let us assign stars from 1 to 5 instead.
Captain Lime  [auteur] 29 aug 2020 om 13:48 
The reason for the 3-star rating is because of how steam calculates star ratings - usually, if it doesn't have enough ratings in total, it doesn't get a high one.
Arcadian 28 aug 2020 om 9:09 
I like it at first glance, but 3 stars isn't convincing. What's the reason behind the average rating?
Desperate Housewolf 27 aug 2020 om 21:33 
Thank you so much for this! As a history nerd and longtime civ player, it's super exciting to see other community members deconstructing some of the stereotypes and misinformation that tends to get passed along when reducing historical figures to cartoon characters with a couple special skills. I can't wait to try out your rework!
瞳话 23 aug 2020 om 19:11 
thanks
jjj 23 aug 2020 om 4:08 
thank godness harbors don't get the double adjaceny bouses
Te 20 aug 2020 om 19:45 
This is fantastic -- thank you very much!
Roodbaardt 19 aug 2020 om 13:45 
Thanks!
Captain Lime  [auteur] 19 aug 2020 om 13:25 
It's no longer tech locked, and you make recruit them at any point in the game. However, at the beginning of the game it only has the power of a Quadrireme. With the Guilds civic, Electricity Technology, and Telecommunications Technology you unlock strength upgrades that puts them on par with naval raiders of their time

It's important to note that the strength upgrade only happens if you are both the suzerain of Tunis and have the technology. However, the strength will not go back down if you later lose suzerainty. So, if you get the Guilds civic and aren't the Suzerain of Tunis, your existing Barbary Corsairs will not receive the buff. If you then get suzerainty back, the Corsairs will be buffed, and will not lose that boost if you lose Suzerainty again.
Roodbaardt 19 aug 2020 om 11:50 
So how does the Corsair work? Does it scale with era or do you need a tech requirement to buy it? A Renaissance naval raider would be kinda weird in the ancient era...
Toyota_Supra jest zbyt potężna 19 aug 2020 om 8:58 
i love ottomans even in its current state but always was missing something is ibrahim. the only thing will miss will be old jannisary
SurrealMonk 19 aug 2020 om 8:39 
Love this. As someone who's specializing in Middle Eastern history, it always annoys me that the Ottomans seem to be treated like the Huns or Vikings. My only concern is that the Bedesten seems a tiny bit OP just from reading, but obviously that's a lot different from actually playing it. Downloading now!
Leugi 18 aug 2020 om 16:48 
Tunis hype
Captain Lime  [auteur] 18 aug 2020 om 16:32 
Janissary cannot be upgraded to Infantry (and replaces the Musketman, woops) - I did that mostly for historical accuracy, and to make it so that the Ottoman unit has a huge malus that isn't so prevalent at first. Don't worry though, a fully promoted Janissary can easily contend with Infantry in their own right.
Lucius, the Heavenly Dragon 18 aug 2020 om 16:21 
Also: Janissary replaces the Janissary?
Other than those two points, really great mod! I’ve been waiting for this one for a while.
Lucius, the Heavenly Dragon 18 aug 2020 om 16:20 
Can they not be upgraded from Swordsmen or do they not upgrade to Infantry? Because if it’s the latter, why not instead make them really expensive to upgrade?
Tetro75 18 aug 2020 om 16:10 
"Upon earning *its* level 4 promotion"
IconaDeFun 18 aug 2020 om 13:58 
Love it! Thanks for the continued great work :3