Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Merrick's Tlingit
   
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49.875 MB
May 29, 2020 @ 8:37am
Feb 18, 2021 @ 1:20pm
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Merrick's Tlingit

In 1 collection by Rosenthorn
Merrick's Civilizations and Leaders
33 items
Description
Adds the Tlingit people from the coasts of the pacific northwest. They are led by Gush X'een, the first Sheiyksh, a distinguished title passed down through generations. His clan lived along the Stikine River, and he protected them from neighbouring clans who sought to take the land for themselves. Through courage and cunning he used the terrain and rivers to launch a surprise attack on his enemies, with himself as the bait.
Tlingit warriors resisted russian colonialists and their trade forts, but were also skilled in the construction of their own forts - forts strong enough to resist cannon fire from ships.
The Tlingit are an expansionist civ, specialising in production and border growth, they can spread quickly along the coast and across rivers, stealing territory away with encampments and their noow.

Tlingit
People of the Tides
  • Your City Centers and Encampments have a standard (+1) Production adjacency bonus from Coast and Lake tiles.
  • Cities founded adjacent to Coast or Lake tiles have their borders expand twice as fast.
  • Building an Encampment or Noow in your territory triggers a Culture Bomb.

Xaa (Replaces Musketman)
  • Receives +10 Combat Strength against Fortified opponents.
  • Can move after attacking (if it has remaining movement points)
  • Can build the Noow (1 Charge)

Noow (Unique Improvement)
  • Built by Builders, Military Engineers, or the Xaa. Can be built on Woods and Marsh, but not adjacent to another Noow.
  • Provides the same bonuses as the Fort.
  • +1 Production. +1 Food if adjacent to Water. +1 Food per adjacent Sea Resource.
  • Unlocks at Construction. +1 base Production at Gunpowder. +1 base Food at Colonialism.

Gush X'een
Shtax'heen Kwaan
  • Cities settled on Rivers receive an additional +1 Housing and +1 Amenity.
  • +1 Movement for Embarked units and any units beginning their turn adjacent to coast.
  • Units ignore the terrain cost of travelling over Rivers and through Marsh.

Woosh Yaa Awudaei
  • Respects both warmongering and peaceful civilizations. Dislikes those who denounce other civilizations or declare Surprise Wars.

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Compatibility
  • Recommended - Leugi's City Style pack
  • Compatible with YNAMP
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This mod requires Gathering Storm.

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Credits
Merrick - 2D & 3D Art, Code, Design

Patron Credits - Rob (R8XFT)

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15 Comments
Cuso Feb 20, 2023 @ 9:05am 
@Laguette Hi! Did you managed to fix the issue or did it solved by itself?
Solarius Scorch Dec 11, 2022 @ 12:15pm 
I'm getting LOC_NAMED_RIVER_MER_TAIYA_RIVER_NAME instead of the river's name. My game version is Polsih, but other non-localized mods have never given me such issues.
RedWillow1917 Oct 12, 2021 @ 2:42pm 
Can you please make Nelson Mandela?
Laguette Dec 10, 2020 @ 6:09am 
@Cuso For me, it's a Leugi's City Style Pack issue I found. There's the City Style pack that this mod and others are based on, as well as the City Styles pack. I don't know if it was a conflict issue but I have found this Palace issue to be resolved personally. Have you? I used to have every single in-game palace spawn a French one INSIDE it XD
Cuso Jun 20, 2020 @ 3:10am 
Hi Merrick! I like your mods, they seem interesting and fun to play with. Unfortunately, every time with your civs, the egyptian classical era palace (not the first, ancient era one but the one specific to egypt) is changed to another one, either the french/austrian one, or the roman/greek/palmyran one. I've seen this happening with Venice, Austria, Palmyra, Bulgaria, Malta, Kievan Rus, Ashanti and this mod. Your other civs I haven't downloaded yet but I imagine they has this same problem as well. I've triend playing a game only with your mods and it is still happening. I have also tested with many other modded civs and no other seems to have this problem, so at least it appears it's not on my end. I have screenshots if you'd like them.

(one last thing about the venetian palace, maybe I should write it there but it could be related to this: It's palace is the same as the french one, rather than the palace it shows in the mod page images.)
Cave Johnson May 30, 2020 @ 10:55am 
I can only repeat, what WeaselWrath said, it is astounding, how much I have learned through Civ and these mods about other cultures. I always look into the civilizations that are in my games, and try to gather some information about them.
And it really fascinates me, how many different ways of life there are in this world.
So yeah, thank you again! :)
Rosenthorn  [author] May 30, 2020 @ 10:07am 
It's part of why i enjoy modding, and i'm glad people get that same enjoyment.
WeaselWrath May 30, 2020 @ 10:06am 
It always makes me happy to see civilizations that are less known to the world. Civilization games have always sparked in me an interest in other cultures, and I'm glad modders like you are continuing to highlight different ones. Whether Native American/First Nation, or less represented European ones, like Bulgaria, the world could use more learning. I really enjoyed reading about the Asante last week. Thanks!
Cave Johnson May 30, 2020 @ 7:05am 
Haha, that's what I thought, I mean, they are main members of the civ roster normally. :D
What bugs me is the fact, that they added the city-state Babylon in Rise&Fall, and not in the base game, like the other city-states, they replaced later. But to be fair, that does not have to mean anything, might as well be short-sightedness.^^
Rosenthorn  [author] May 30, 2020 @ 6:57am 
I've spoken about this with other modders and yes, Civs like Byzantines and Babylon haven't been made because we always expected them to show up.