Sid Meier's Civilization V

Sid Meier's Civilization V

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Yakuts (Tygyn Darkhan)
   
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4.487 MB
Aug 18, 2020 @ 10:46am
Sep 21, 2020 @ 1:22pm
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Yakuts (Tygyn Darkhan)

In 1 collection by JFD
JFD's Civilisations
148 items
Description
THE YAKUTS (TYGYN DARKHAN)
Unique Ability: Peoples of the Permafrost
Production and Gold from worked Resources contribute to a city's Growth when there is otherwise no Food on the Tile. Cities store additional Food after growth in Tundra (10%) and Snow (20%).

Unique Unit: Batas Horseman
The Batas Horseman replaces the Knight for the Yakuts. This sturdy Mounted Unit is capable of fighting toe-to-toe with other Knight units, possessing a 33% Combat Strength bonus when fighting against them. In addition, the Batas Horseman receives the March promotion if it is trained or upgraded to in either Tundra or Snow, allowing it to heal every turn, even when performing an action. Batas Horsemen make for a resilient fighting force capable of holding their own against other mounted forces.

Unique Building: Balagan
The Balagan replaces the Stables for the Yakuts. Like the Stables, the Balagan can boost a city's Production output, especially when training Mounted Units. In addition, the Balagan spawns a nearby source of Horses if constructed in a city based in either Tundra or Snow. Unlike the Stables, the Balagan costs no Gold maintenance.
PATCHNOTES
  • v1
  • Initial release.
DISCLAIMER
Sid Meier's Civilization V, Sid Meier's Civilization VI, Sid Meier's Civilization Beyond Earth, Civ, Civilization, 2K Games, Firaxis Games, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc who do not sponsor, endorse or otherwise authorise these mods.

By downloading and/or installing this mod you are agreeing to the following terms. This mod is distributed for free and provided as is, without any warranty of any kind whatsoever. You are using this mod at your own risk. You may not re-distribute, re-host, share, alone or as part of a bigger package this mod or its assets for any commercial or non-commercial purposes except where expressively and in verifiable writing given the permission to do so by the authors of this mod. All rights not described in this license agreement belong to their respective owners.
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7 Comments
Aetini Nov 18, 2023 @ 11:54am 
This civ is actually really powerful. Probably.

At first they seemed balanced but before the conclusion of the medieval era they had the largest cities. In fact, their top 3 cities were *each* leagues above (4-8 higher pop) my top 3 cities (and I was 2nd in highest population) out of 22 civs.

Looking at them via IGE, I'm not even sure what they did that allowed that to be possible. It would be like the AI on Deity transplanted itself into a King game lol
segasaturn Jun 17, 2023 @ 12:43pm 
Do you think it could be renamed to "Sakhas"? Since "Yakut" is a russian colonial exonym and the Sakha people try to move away from it the same way Inuit people want to be called this way and not "Eskimos".
Stef Feb 27, 2021 @ 10:02am 
Now with CulDiv v20, could you set the culture to Steppe - Turkic? Currently it's only Steppe. Also, I got a TXT_KEY error in the Dawn of Man text.
saviorbeast Sep 6, 2020 @ 12:07am 
Great mod thx
Lee Aug 19, 2020 @ 4:12pm 
Thanks JFD. I really love all your mods.
JFD  [author] Aug 19, 2020 @ 3:59pm 
The +20% is for Food carried over - like how the Aqueduct works. So if there is no Food coming into the city, it will still starve, but if there is Food, it'll have an easier time getting to higher populations.
Lee Aug 19, 2020 @ 3:32pm 
I love the design of this civ. One question about the +20% food on snow. Does this mean you can settle a city on the snow? I had one in my first game that kept saying it was starving. I had to use caravan from my other cities to send food.