Sid Meier's Civilization V

Sid Meier's Civilization V

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Yakuts (Tygyn Darkhan)
   
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18. aug. 2020 kl. 10.46
21. sep. 2020 kl. 13.22
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Yakuts (Tygyn Darkhan)

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JFD's Civilisations
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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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8 kommentarer
Humdah 1. juli kl. 14.31 
Hey love the civ. Though, I cannot get the TSL location to work. I can get it to work for other custom civs, so I think there might be a bug in the TSL code. Any updates or advice?
Aetini 18. nov. 2023 kl. 11.54 
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 17. juni 2023 kl. 12.43 
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 27. feb. 2021 kl. 10.02 
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 6. sep. 2020 kl. 0.07 
Great mod thx
Lee 19. aug. 2020 kl. 16.12 
Thanks JFD. I really love all your mods.
JFD  [skaper] 19. aug. 2020 kl. 15.59 
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 19. aug. 2020 kl. 15.32 
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.