Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Daenvil's Moors: Abd-ar-Rahman III
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
43.463 MB
Feb 28, 2018 @ 10:31am
Feb 23, 2019 @ 11:59am
6 Change Notes ( view )

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Daenvil's Moors: Abd-ar-Rahman III

Description
*Works with or without any expansion (only tested in GS)
*Supports YNAEMP True Starting Location
*Supports JFD's Rule with Faith (not tested)
*Comes also with Spanish translations


Moors:
(UA) Agricultural Revolution:
Farms yield +1 Food if built next to a river and +1 Production if next to an Aqueduct. Builders gain the ability to create Plantations next to an Aqueduct in tiles with no Resources, with a chance of adding a random Luxury Resource to that tile.

(UU) Sa'ifa Raider:
Replaces the Knight and it's a bit weaker. Pillaging costs one less move and may move after attacking.

(UB) Alcazaba:
Replaces Medieval Walls. More City Strength, +2 Housing and +1 Amenity.

Abd-ar-Rahman III:
(LUA) The Ornament of the World:
+2 Housing and +1 Amenity in the Capital. Campus and Theater Square districts built on the Capital have one extra Citizen slot. Each time a Great Scientist or a Great Writer is activated, gain Science and Culture proportional to the Capital's population.

(Agenda) Glory of Al-Andalus:
Likes civilizations who don't compete for Great People. Hates those who recruit more Great People than him.

Tags: Andalucia, Andalusia, Spain, España, Portugal, Moros, Abderraman, Cordoba, Sicilia, Sicily, Malta, Reconquista, Muslim, Musulmanes, Maghreb, Berber, Morocco, Marruecos, MOOPS
38 Comments
EmperorOvaltine Aug 12, 2021 @ 10:49am 
Hi,
I'm enjoying this civ, but it appears that resource-less tiles adjacent to aqueducts are being treated as though they already have a non-harvestable resource on them. So I can't build districts or other tile improvements next to an aqueduct even though the tiles appear available. Maybe this is a consequence of the whole "potential to spawn a plantation resource" mechanic. It's not game-breaking, but it is a little irritating to work around (I have to place other districts/improvements around the spot where I want to put an aqueduct first).

Thought I'd let you know.
Daenvil  [author] May 23, 2021 @ 6:34am 
@Primo96 Yes, it doesn't have custom graphics
Primo96 May 17, 2021 @ 2:26am 
Its normal, that Alcazaba looks the same as medieval walls?
Xx-killermaster-xX Feb 26, 2021 @ 2:25am 
I just checked it out again . It’s working fine . Thanks a lot
Niger Jan 25, 2021 @ 1:44pm 
I like your mod although I disabled any mods and it still wasn't working on YnAMP TSL. I would be extremely grateful if you updated this mod for TSL thank you!
Daenvil  [author] Dec 10, 2020 @ 10:58am 
I'm not currently active. Last time I checked (~1 month ago) the mod was working fine, so if with any update something stops working, please describe what is not working so I can look into it. I cannot do anything from "please update" comments since I'm not up to date with what's going on in the game.
maur1an May 28, 2020 @ 12:53am 
in mutiplayers games when you start to do some plantations, with the bonus when adj to a aqueduc, it cause some issues like desynchronisation
pitu_chulipiruli Sep 28, 2019 @ 3:16am 
Have you thought about creating an alternative leader? with capital in Granada, and some ability based on colonization due to the large number of cities and towns that founded the Iberian Peninsula. Your work is great, congratulations. Regards
Cuso Sep 15, 2019 @ 11:08pm 
Hi! When using this mod, the medieval walls lose it's art. When you build it, it still looks like ancient wall.
Andu Jul 25, 2019 @ 6:31am 
Not to be that guy but in GS the troops are white skinned, shouldn't they be brownish?