Sid Meier's Civilization VI

Sid Meier's Civilization VI

58 ratings
CIVITAS Shapur I
   
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File Size
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Updated
30.327 MB
Oct 10, 2019 @ 2:07pm
Apr 12, 2020 @ 12:13pm
2 Change Notes ( view )

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CIVITAS Shapur I

In 2 collections by Sailor Cat
Persia in Antiquity
16 items
♂Deep♂Dark♂Civ & Leader Pool♂
36 items
Description


SHAPUR I
This leader has been made such that it will work with or without expansions. To do so, the leader ability will change according to the expansion content you have enabled, if any.

Ability: At Emperors' End
  • Rise & Fall, Gathering Storm: Units move faster and earn Great General points for killing units the closer they are to foreign Governors. Retiring a Great General fully heals adjacent units.
  • Base Game: Units move faster and earn Great General points for killing units the closer they are to foreign Capitals. Retiring a Great General fully heals adjacent units.
Unit: Daylamite Mercenary
  • Gathering Storm: Sassanid unique melee unit that replaces the Swordsman when Shapur I is their leader. Ignores terrain movement costs. +7 Combat Strength if adjacent to a mountain.
  • Rise & Fall, Base Game: Sassanid unique melee unit that replaces the Swordsman when Shapur I is their leader. Ignores terrain movement costs.

Agenda: From Oxus to Euphrates
Shapur I will strive to expand his empire by any means. He respects those who go to war, and who maintain a standing army.

ADDITIONAL ITEMS
This mod is for the Leader only, and as such will require the Sassanid civilization to play. Please click on the image link below for the Sassanid civilization.

MOD SUPPORT
This mod currently includes support for:
CIVITAS Resources
Amatheria's Resourceful 2
SeelingCat's Nomina - Dynamic Civ and Leader Names
C15 and SeelingCat's Colonial City Names
Gedemon's YNAEMP
40sw4rm's "Old World"

VERSIONS
The current version of CIVITAS Shapur I is v1.01. Current and previous versions will are available on Github[github.com]

CREDITS
Concept & Design SailorCat, ChimpanG, Chrisy15, Digihuman, p0kiehl, SeelingCat, TheCrazyScotsman
Code SailorCat (SQL)
Artwork ChimpanG (Leader Art), SailorCat (Custom Assets, Icons), TheCrazyScotsman (Icons)
Testing SailorCat, Pixie, Disco
16 Comments
DeadWeatherDrums Apr 21, 2022 @ 7:38pm 
Ching! +7 it is, for your first Civ 6 mod, which was Bahram V.

And now just let me count in the song....4, 3, 2, 1! "Dradel, dradel, dradel, I made it out of clay...."

Houston, we have lift off. I'm gonna try out that sneaky Kawad I against my in-your-face Cree.

You do great work, buddy. This Baltika's for you. "Shokran." Ching!
Sailor Cat  [author] Apr 20, 2022 @ 8:29pm 
Should be 7. IIRC it was initially 11 and I thought wow double digits that looms big in the mind, even tho it's situational. Never bothered to fix the screenshot.

I'll take the Baltika, though. There was a point when I was switching to the new(er) version of Sassanid and Boran was the only one uploaded, so that's probably when you found 'em. My very first VI mod is a hidden Bahram V that'll never make it to this version of the civ.
DeadWeatherDrums Apr 20, 2022 @ 7:00pm 
Q: Does the Daylamite (Dy-no-mite!") Mercenary get +7 or+11 CS near Mountains? Above it says +7 but the picture says +11.

Tell ya what, let's call it +9 and I'll buy you a Baltika #9 beer from Russia and we can listen to Revolution No.9 by The Beatles and that'll all be a fitting Thank You from someone whose first alt Civ was Sassinid, many many moons ago.

I think back then Boran was the only available leader. Many many moons ago indeed.....
Sailor Cat  [author] Apr 12, 2020 @ 12:16pm 
Fixed. Thanks for the heads up.
Cuso Apr 12, 2020 @ 11:36am 
Hi! the unique unit doesn't cost strategic resources, I think it should. The civ base has the same issue.
Sailor Cat  [author] Apr 10, 2020 @ 7:59pm 
I should specify that those are the range thresholds for the *vanilla version only*. R&F and GS have smaller thresholds due to greater frequency.
Sailor Cat  [author] Apr 10, 2020 @ 7:29pm 
If your unit is within these ranges, it gets these bonuses:

"The range thresholds for At Emperors End are five tiles away (+1 Movement, +2 Great General points per kill) and three tiles away (+2 Movement, +4 Great General points per kill)."
CheshireDog Apr 10, 2020 @ 7:06pm 
@Sailor Cat: The closer to the foreign capital, the more Great General points you get? I don't quite understand.
Sailor Cat  [author] Feb 8, 2020 @ 10:43am 
Nice. Good thing it resolved on its own.
Løvebjørn Feb 8, 2020 @ 5:01am 
No, not a pirated version, i think it was just a weird glitch on that one game, i've tried running a new game with the same mods and there was no issue, so i guess it was just that game that messed up.