Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sukritact's Swahili: Al-Hasan ibn Sulaiman
 
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Type: Mod
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66.515 MB
Sep 3, 2017 @ 11:04am
Jun 14 @ 1:52am
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Sukritact's Swahili: Al-Hasan ibn Sulaiman

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In 2 collections by sukritact
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Description
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Wa-Swahili, or “shore people”, designates the inhabitants of the East African coastline, and signifies above all a culture with a common language, Kiswahili, and the same religion, Islam. The medieval sites along the Swahili Coast represent a single cultural tradition with diverse local traditions that can be traced to the ninth century, which is considered to have developed into the modern Swahili culture. Currently, there are 173 identified settlements that flourished along the Swahili Coast and nearby Islands from the ninth to the seventeenth centuries, which include the sites of Kilwa, Malindi, Gedi, Pate, Comoros, and Zanzibar.

Sultan al-Hasan ibn Sulaiman, often referred to as “Abu’l-Mawahib” (“father of gifts”), was the ruler of the city-state of Kilwa, from 1310 until 1333. Sultan al-Hasan ibn Sulaiman is reported to have have been a generous and intelligent man. Numerous construction projects took place during his reign, including the building of the Palace of Husuni Kubwa and a significant extension to the Great Mosque of Kilwa.

Swahili:

Unique Ability: Coral Construction - Districts in coastal Cities receive a Major adjacency bonus from the City Centre, and a standard bonus from being adjacent to a Harbor. +30% Production towards Traders.

Unique Unit: Jahazi - Swahili unique Medieval era support unit. +1 Food and +1 Production to adjacent water tiles. Adjacent naval units may heal outside friendly territory. Like the Builder, its price increases for each copy you train.

Unique Building: Pillar Tomb - A building unique to the Swahili. The Pillar Tomb is cheaper than the Monument which it replaces and provides +1 Great Merchant Point for every 2 Districts adjacent to the City Centre (rounded up).

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Al-Hasan ibn Sulaiman:

Leader Ability: Palace of Husuni Kubwa - The Harbor District provides +1 Housing and +1 Culture, increasing to +3 Housing and +2 Culture if adjacent to a City Centre. Recieve Great Admiral and Great Merchant points from training Jahazis and Naval units.

Agenda: Father of Gifts - Dislikes civilizations who are competing for Great People if they do not develop their cities. Admires civilizations that maintain the maximum number of districts in most cities and is home to many Great People.

Notes:
The Swahili use Persia's music. The mod should be playable without the Persia DLC, but there will be no music.
As the UA's adjacency bonus is done via modifiers, the bonus will not display in the UI unless you use Simple UI Adjustments. ( https://steamcommunity.com/sharedfiles/itemedittext/?id=939149009 )
The Zanzibar City-State is renamed Ternate
This leader is not animated.

Credits to SeelingCat for help with the City List, and DarthKyofu for help with the TSL.
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51 Comments
Heretic Marlowe Jul 27 @ 9:45pm 
wheres the justice! my man here needs some animation
[508th_PIR] Llamageddon Jun 3 @ 7:27am 
Yeah, my favourite civ, can't wait for R&F update. ;D
jeffsy26 Mar 8 @ 9:32am 
This is a really great mod. It would be great if it could be updated for R&F.
Marche Feb 1 @ 12:21am 
So I am having the unique building showing in my build list as a different Civ. Is this a CQUI problem or a known problem, or do you know?
Scuttlefriend Jan 23 @ 3:47pm 
There was another civ mod that had a similar problem with stacking tile yield boosts. What it if instead of boosting adjacent tiles, it boosted every tile worked by the city when garrisoned in it?
sukritact  [author] Jan 15 @ 2:01pm 
@Baleur, I dunno if you've seen the expansion videos, but they're adding cultural variations for the monument. It'll be on a city art-style basis rather than a civ one, but it's a step towards what you want.
Baleur Jan 13 @ 10:03am 
I really LOVE the unique monument. Honestly i think that should be a vanilla thing for ALL civs.
It is a building that forms the central visual element of all your cities, even beyond your capital, and really helps to solidify a visual aesthetic of which particular civilization you are playing as.
Honestly cant believe why Firaxis missed the opportunity on this one, having egyptian obelisks in every civ is a real shame (i love them, but doesnt make much visual sense).

Would really differentiate all the civs so much if the monument was a different model for all civs, or at least culture types. Imagine your Scythian civ having a mini-kurgan thing with banners, your roman monument being a marble pillar, your aztec monument being a statue of quetzalcoatl, etc.
Do you have any idea if it would be possible to make such a "Culturally Diverse Monuments" mod? Who could i get in contact with to make this happen?
Kaliope Dec 28, 2017 @ 4:14pm 
@Sukritact: Looks as this should be reworked? It comes in the Middle Ages and is obsolete in Industrialization thus only available for a very shot time. Furthermore there is no Civilopedia entry about it being obsolete in Industrialization (IIRC). Also it is not upgradable. Although it is the CIVS UU and also a really cool idea you cannot use it like you should ... okay I could build a lot of them at once just in case I might need them later on but this seems not really feasible.
sukritact  [author] Dec 25, 2017 @ 2:45am 
@Kaliope: The Jahazi obsoletes (with Industrialization IIRC), so that's probably what happened