Sid Meier's Civilization VI

Sid Meier's Civilization VI

113 ratings
TCS Kingdom of Jerusalem
Type: Mod
Mod: AI, Gameplay
File Size
184.445 MB
Sep 14, 2017 @ 10:01am
Feb 16 @ 9:48am
6 Change Notes ( view )

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TCS Kingdom of Jerusalem

This mod adds in the Crusader Kingdom of Jerusalem as a new civilization, led by Baldwin IV, otherwise known as the Leper King.
Civilization Ability: Deus Vult
Cities you capture convert to your religion. Holy Site districts gain an additional Major Faith adjacency bonus from Encampment districts, and each Holy Site building provides bonus Production when producing units.
Unique Building: Chapter Commandery
A building unique to Jerusalem, replacing both the Barracks and the Stable. +25% combat experience for all land units trained in this city. Increases city Strength and grants a free melee unit when built. May be bought with Faith.
Unique Unit: Crusader
Jerusalemite unique Medieval era unit that replaces the Knight. +10 Combat Strength when fighting against civilizations who follow a different Religion. May be bought with Faith.

Baldwin IV
Leader Ability: Cross of Montgisarde
Cities with a Chapter Commandery gain 25% of the Production cost back as Faith when training military units. When within four tiles of a Holy Site, military units suffer no Combat Strength reduction from being injured and heal up to 25 hit points when eliminating a unit.
Leader Agenda: The Leper King
Likes civilizations who follow the same Religion and who are Declared Friends. Hates civilizations who have founded a different Religion.
Supports Vanilla and Rise and Fall
Supports YNAMP
Compatible with all TCS City-State Packs
No known conflicts
Alternate download available here[].
Concept & Design: thecrazyscotsman, Enigma
Code: thecrazyscotsman (SQL), LeeS (Lua)
Art: ChimpanG (Leader, Background, Icons), Deliverator (Unit Models), thecrazyscotsman (Icons, Commandery Model), Antagonise (Strategic View Icons), sukritact (Varanasi city-state Icon), p0kiehl (Artdefines)
Text: thecrazyscotsman
Special Thanks: sukritact, DarthKyofu
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ruhrgebietheld Oct 11 @ 12:03pm 
This one was quite a bit of fun. Nice synergy between faith and military production. I especially enjoyed how the UB played into both of those things in multiple ways. And the uniques make all sorts of playstyles viable, not just going for religious or domination victories. I used the uniques to get a healthy amount of faith-fueled expansion through the monumentality era bonus, and then the miltary production to fortify my borders and keep me safe while I wonder-whored and won a culture victory. Fantastic work with this civ.
Lt. Boomstick Aug 13 @ 7:19pm 
Seems to cause problems when starting a new game (I have used the fix discussed in that subreddit).
thecrazyscotsman  [author] Mar 5 @ 4:21pm 
@Arthellion - yes.
Arthellion Mar 4 @ 6:30pm 
Does this have a TSL location for YNAMP?
Laurana Kanan Feb 19 @ 2:53am 
@Templar Knight - If you apply the fix discussed in that subreddit, you should be able to play with the DLCs without having to disable them.
Darth Vader Feb 18 @ 6:25pm 
@Laurana Kanan - Hmm...I disabled every dlc except rise and fall and now the mod Thanks for your help...apparently this is happening with other mods as well. Firaxis really needs to fix all of this soon, even their official dlcs are creating problems.
Darth Vader Feb 18 @ 1:23pm 
For some reason, when I play this civ on any map if I enable the rise and fall expansion the game won't load. The Civ shows up on the select screen, but whenever I try to play a game with this civ it won't load. I disabled rise and fall and now it works perfectly, but you said you made it compatible with rise and fall. It could just be something wrong with my specific game, but even though I disabled all other mods that could prevent it from working, it still won't work. This is an awesome mod, but I ask that you look into this to try and find out if something could prevent it from working under certain circumstances. Thank you for reading.
Laurana Kanan Feb 16 @ 11:29am 
Seems to work great TCS! Didn't see any errors at all in the logs. Thanks!
thecrazyscotsman  [author] Feb 16 @ 9:52am 
Alright, pushed out an update which should take care of the YNAMP thing. The problem was that I was a ding dong and didn't include all the correct columns when I originally created the YNAMP table, so any mods that loaded after this which used a YNAMP column which I didn't use created a conflict.

I've also moved the YNAMP table to the end of the database file, so even if there is another conflict with someone else who neglected to add all the correct columns it won't prevent any essential mod data from loading so you should still be able to play even with a database error involving this issue.