Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sukritact's Sumer Rework
   
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7 giu 2019, ore 5:04
19 nov 2020, ore 10:17
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Sukritact's Sumer Rework

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[bsky.app]



My biggest issue with "Sumeria" is that they've never felt like the "Cradle of Civilization". Where are the farms? Where are the booming Ancient Era cities? Instead, the civ has always been an extension of Gilgamesh, with Ziggurats thrown in for good measure.

This aims to fix that, as well as a few other things. It renames the civ to the more correct "Sumer". It nerfs the War-Cart some what so the early game War-Cart rush isn't quite as devastating. It keeps the Ziggurat a vital part of the Sumerian economy while limiting Ziggurat spam. Overall, the changes should make Sumeria a more interesting civ to play as.

Sumer:

Unique Ability: Cuneiform - Newly founded cities begin with +1 Population. Farms adjacent to a River yield +1 Science when next to the City Center, or +1 Faith when next to a Ziggurat.

Unique Unit: Giš-Gigir - Sumerian unique Ancient era unit that replaces the Heavy Chariot. Available from the start of the game and cheaper to train. 4 Movement when starting in open terrain.

Unique Improvement: Ziggurat - Unlocks the Builder ability to construct a Ziggurat, unique to Sumer.+1 Science. +1 Science for every 2 adjacent farms. +1 Faith for each adjacent District. Provides +1 Amenity if adjacent to the City Center. Cannot be built on Hills but may be built on Floodplains. Cannot be placed adjacent to another Ziggurat.
--------------------------------------------------------------

Gilgamesh:

Leader Ability: Epic of Gilgamesh - When you capture a Barbarian Outpost, receive a Tribal Village reward in addition to the usual Gold. May purchase War-Carts, Battering Rams, Siege Towers, and Melee units with Faith.

Many thanks to the devs at Firaxis for making Sumer in the first place!
Discussioni più popolari Visualizza tutte (1)
0
15 ott 2024, ore 13:49
Game options
lukasz.slowikowski1990
36 commenti
Tiroztam Mabi 12 feb, ore 8:19 
@HARRYMAGUIRE
It's to weaken the Warcart Rush, Sumer's extra pops are absurd in early game so to prevent unstoppable Gis rush. Balance! Warcart was always absurdly good anyways
HARRYMAGUIRE 23 gen, ore 11:59 
Wonderful to see Sumer get some love! Just one thing I don't understand. The UU is way weaker than the war-cart, since it's missing 2 combat strength as well as the bonus against Anti-Cav. Maybe it's the intention to drive Sumer more towards building rather than war-cart spam, but I think it takes something from Sumer. Still love what you did!
Stoutheart 1 apr 2024, ore 18:59 
Checked in 2024. Seems to actually work in Heroes & Legends mode, so long as you don't Load Configuration settings from before the mod is installed. Additionally, when subscribing, gotta make sure that you restart your game, too (may or may not be necessary). Used this with a 110+ modpack *and* having almost every additional gamemode on, and finally figured out why it wasn't quite working.
The only ability lost in Heroes mode, however, is the "buy units with faith" ability, and it's replaced with the Production / Lifespan buff to heroes for Gilgamesh, HOWEVER, the tribal reward for barb camps / clan clearing *is* still there.
:cozybethesda:
hope this helps anyone in the future still reading these
T0ns0fFun89 13 gen 2023, ore 12:41 
would it be possible to make this mod work with game modes liek heroes?
seric_silverleaf 31 mar 2022, ore 10:51 
lose abilities if in heroes mode
Arcadian 9 apr 2021, ore 19:48 
The design of the Ziggurat is good but +1 population is OP. In the beginning you're basically twice as efficient as everyone else.
Boa of the Boaians (ᜊᜓᜀ) 25 feb 2021, ore 8:31 
I really like this rework. but out of curiosity, may I ask why the Ziggurat's original Culture bonuses were removed as well? (Especially when considering the Sphinx for Egypt has Cultural bonuses, aside from Faith)
Dick Stealing Weasel 6 ago 2020, ore 16:45 
I believe I've found a bug:

When a ziggurat is destroyed by natural disaster the rule preventing them from being built adjacent to each other remains on the tile. This might be a base CIV 6 issue, but if not I thought you'd like to know.
check1240 29 apr 2020, ore 18:29 
please make compatible with steel and thunder. You are the god father of good civ 6 mods
Malhaloth 22 gen 2020, ore 8:00 
ah wait i see, steel and thunder is now outdated with gs out because of the upgrade path conflictions, nvm