Sid Meier's Civilization VI

Sid Meier's Civilization VI

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[GS] Thule Peoples - Port Lime
   
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142.431 MB
2017 年 12 月 24 日 下午 1:14
2023 年 11 月 11 日 下午 2:02
18 项改动说明 ( 查看 )
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[GS] Thule Peoples - Port Lime

在 Captain Lime 的 1 个合集中
Port Lime Civilization VI Mods
26 件物品
描述
[REQUIRES GATHERING STORM]

This mod adds the arctic Thule Peoples under the legendary Kiviuq to the game. He was a pretty chill guy, so it'll be ice to finally play as, since there was snow people like the Thule. What? Don't be so frigid. I'm just thuling around, it harpoons. Whale sea if we can figure something out. Wave got some tide, snow whatever floats your boat.




This mod was a huge community effort. Many thanks to Enigma, Chrisy15, JFD, Relic, SailorCat, SeelingCat, ChimpanG, p0kiehl, LeeS, DMS, TranquilSilence, senshidenshi, GPuzzle, Antagonise, DarthKyofu, Leugi, AngelofSloths, Draeren, and everyone else who contributed to my first mod. Thanks to -DI- Blkbutterfly for his wonderful screenshots, and to Zebenji for providing the French translations. And of course, thanks to Dave, the brave explorer who now ventures to the stars.

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]
热门讨论 查看全部(1)
2
2019 年 10 月 7 日 上午 7:24
Rise and Fall Compatible Version
Retromo
234 条留言
andrewpearson32 8 月 15 日 上午 1:15 
Just an idea, getting whales everytime seems a little op and also repetitive. I think it would be nice if there was a 50 percent chance of getting either a Whales resources or a Seals resource as that would also be historically fitting. love the mod tho
Dr Strangelove 8 月 14 日 上午 5:59 
bugged or incorrect description. unique improvement unlocks at celestial navigation, not sailing
Knoblauch_ 6 月 29 日 下午 8:13 
Works great, super fun to play, very powerful. Allows for ridiculous shipyards by making a circle of whales. Thanks Captain!
Captain Lime  [作者] 2024 年 11 月 30 日 下午 2:07 
This mod is inherently compatible with Sukritact's oceans, as far as I know.
YouCanCallMeMarmelade 2024 年 11 月 10 日 上午 8:36 
Any plans for a compatibility patch with Sukritact’s oceans?
Gargamellor 2024 年 9 月 29 日 上午 6:05 
honestly the main real problem is that you're shoehorned into holy site work ethics and pray you get a religion even with bad capital yield or try to get sea god pantheon and rely on rng to get many food tiles.

You aren't making whales unless your city is housing capped due to lack of freshwater and need two builder charges for each of the improvement. It becomes very strong after feudalism, otherwise making a bunch of 3 charge builders and consuming 2 charges and 1 pop destroys your tempo early game.

This civ needs some form of early game growth. it scales fine. Idk what's thematic, but maybe extra yields on cap if it's settled on the coast on tundra? you need at least a 4/2 or 4/3 base.
Otherwise +1/+1 on coastal tundra and +2/+2 on coastal snow tiles twithout a bonus resource provides enough base yields to curve into the midgame.
Gargamellor 2024 年 9 月 29 日 上午 5:53 
the starting bias kinda causes some issues. I would like to give my perspective on this civ on a deeper level but the main issues is that this is the civ with the worst starts in the entire game for now if I add it. And the leader ability is fun but easy to cheese
Captain Lime  [作者] 2024 年 5 月 27 日 下午 10:56 
I think that's more an issue with a scout lens mod.
oldetyme 2024 年 5 月 27 日 上午 9:49 
after a few tries i found: it works with the standard continents map, but crashes on the standard archipleago map
oldetyme 2024 年 5 月 27 日 上午 9:25 
I also found this in the log:

Runtime Error: D:\Steam\steamapps\workshop\content\289070\871712879\Lenses\Scout\ModLens_Scout.lua:68: attempt to index a nil value
stack traceback:
D:\Steam\steamapps\workshop\content\289070\871712879\Lenses\Scout\ModLens_Scout.lua:68: in function 'OnUnitSelectionChanged'
[C]: in function 'func'
[C]: in function '(anonymous)'