Sid Meier's Civilization VI

Sid Meier's Civilization VI

Durkle's Olmec [RaF] (NOT UPDATED EVEN A LITTLE BIT)
22 Comments
Shuhrat Sep 26, 2022 @ 8:34am 
Unfortunately, this wonderful mod does not work!
Please update it
vernontan Nov 12, 2021 @ 10:27pm 
Plz update this ,great civ.
Shuhrat Aug 10, 2021 @ 9:09pm 
A wonderful mod. A very interesting nation to play with. There is only one nuance. It requires an update so that you can play using it in the latest version of the game.
Gonk Mar 16, 2021 @ 2:58pm 
Can you please update this? I would love to play the Olmecs.
Jokehr May 4, 2020 @ 9:09pm 
It doesn't show up in GS for me, unfortunately. Ananga does, though, so I'm wondering where the issue is. It claims to require the Aztec civilization (which I got with the pre-order), but doesn't seem to recognize that I have them.
Darthlox May 23, 2019 @ 1:53pm 
Does this work with GS?
circeus Jan 20, 2019 @ 8:45pm 
Dammit, I noticed this a while ago, and I just keep forgetting to say it: the Nanih Waiya ability has not actually been changed. It still lets the suzerain build colossal heads. (that may have to do with the blank historic moment too? XD)
Durkle  [author] Dec 14, 2018 @ 4:37am 
You're correct, that's a RwF interaction. I'll fix it soon. As for the colossal head art, I'm pretty sure it's because the improvement already exists in-game as a city state unique, and therefore can't have moment art assigned to it. If I can find a way to fix it, I will. Thanks for the report!
circeus Dec 13, 2018 @ 7:59pm 
Two cosmetic issues:

1) I'm getting an error message [cdn.discordapp.com] for the civ name, given the "JFD", I'm guessing it's got to do with a Rule With Faith interaction? That mod had a wholly revamped version released recently.

2) The Colossal Head historic moment art is blank.
Durkle  [author] Nov 2, 2018 @ 8:11am 
UA has been nerfed. Rather than free trade route slots, there is a more thematically appropriate culture bonus.
Durkle  [author] Nov 1, 2018 @ 6:15am 
I get your point. I'm probably going to nerf it so that trade routes have longer range when starting in a river city, or something to that effect.
Digihuman Nov 1, 2018 @ 2:12am 
Having played a game of these, I'm now wondering if it might be a little too strong. With a Commercial Hub or Harbour, you can wind up with 2 trade routes per city. I played a game yesterday with them and thanks to early settling and colonization I wound up making ~1000-1500 GPT by 900 AD, which meant I could buy more settlers, which meant I could get more trade routes...you get the point.
Meluhhan Oct 30, 2018 @ 6:14am 
Thank you. Can't wait to start a game with them.
Durkle  [author] Oct 30, 2018 @ 5:48am 
Haven't tested it with City States expanded but there's no reason isnt shouldn't be compatible. Nanih Waiya will be a religious city state either way.
Meluhhan Oct 30, 2018 @ 12:57am 
Is this mod compatible with City States Expanded?
Digihuman Oct 29, 2018 @ 11:22am 
And Zobtzier's The Americas?
Durkle  [author] Oct 29, 2018 @ 9:28am 
Mod is now compatible with YNAEMP Greatest and Giant Earth Maps, as well as Historical Religions.
Durkle  [author] Oct 29, 2018 @ 2:42am 
YNAEMP support coming soon!
Durkle  [author] Oct 29, 2018 @ 2:41am 
Request denied
Mr. Ocean Oct 29, 2018 @ 2:40am 
Sir, I have taken a great interest in your work and am considering on purchasing ownership of this mod for a whole 3 dollars! Yes, thats right, 3 dollars!
Digihuman Oct 28, 2018 @ 1:52pm 
Ooh, Olmec, eh? This sounds like a fun one! Does it currently have support for YNAEMP or Zobtler's "The Americas - TSL - Y(n)AMP"? (The latter in particular would be helpful for me, I love playing America games xD)
Durkle  [author] Oct 28, 2018 @ 11:57am 
Before anybody asks, yes the historic moment art for the colossal head doesn't display correctly, and yes I'm going to fix it.