Sid Meier's Civilization VI

Sid Meier's Civilization VI

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[GS] Thule Peoples - Port Lime
   
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142.431 MB
24 Dec, 2017 @ 1:14pm
11 Nov, 2023 @ 2:02pm
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[GS] Thule Peoples - Port Lime

In 1 collection by Captain Lime
Port Lime Civilization VI Mods
26 items
Description
[REQUIRES GATHERING STORM]

This mod adds the arctic Thule Peoples under the legendary Kiviuq to the game. He was a pretty chill guy, so it'll be ice to finally play as, since there was snow people like the Thule. What? Don't be so frigid. I'm just thuling around, it harpoons. Whale sea if we can figure something out. Wave got some tide, snow whatever floats your boat.




This mod was a huge community effort. Many thanks to Enigma, Chrisy15, JFD, Relic, SailorCat, SeelingCat, ChimpanG, p0kiehl, LeeS, DMS, TranquilSilence, senshidenshi, GPuzzle, Antagonise, DarthKyofu, Leugi, AngelofSloths, Draeren, and everyone else who contributed to my first mod. Thanks to -DI- Blkbutterfly for his wonderful screenshots, and to Zebenji for providing the French translations. And of course, thanks to Dave, the brave explorer who now ventures to the stars.

Do you like my mods? Do you want to see me make more of them? I do most of my modding work in a coffee shop, so consider donating something for some coffee if you like my work:

[www.buymeacoffee.com]
Popular Discussions View All (1)
2
7 Oct, 2019 @ 7:24am
Rise and Fall Compatible Version
Retromo
232 Comments
Knoblauch_ 29 Jun @ 8:13pm 
Works great, super fun to play, very powerful. Allows for ridiculous shipyards by making a circle of whales. Thanks Captain!
Captain Lime  [author] 30 Nov, 2024 @ 2:07pm 
This mod is inherently compatible with Sukritact's oceans, as far as I know.
YouCanCallMeMarmelade 10 Nov, 2024 @ 8:36am 
Any plans for a compatibility patch with Sukritact’s oceans?
Gargamellor 29 Sep, 2024 @ 6:05am 
honestly the main real problem is that you're shoehorned into holy site work ethics and pray you get a religion even with bad capital yield or try to get sea god pantheon and rely on rng to get many food tiles.

You aren't making whales unless your city is housing capped due to lack of freshwater and need two builder charges for each of the improvement. It becomes very strong after feudalism, otherwise making a bunch of 3 charge builders and consuming 2 charges and 1 pop destroys your tempo early game.

This civ needs some form of early game growth. it scales fine. Idk what's thematic, but maybe extra yields on cap if it's settled on the coast on tundra? you need at least a 4/2 or 4/3 base.
Otherwise +1/+1 on coastal tundra and +2/+2 on coastal snow tiles twithout a bonus resource provides enough base yields to curve into the midgame.
Gargamellor 29 Sep, 2024 @ 5:53am 
the starting bias kinda causes some issues. I would like to give my perspective on this civ on a deeper level but the main issues is that this is the civ with the worst starts in the entire game for now if I add it. And the leader ability is fun but easy to cheese
Captain Lime  [author] 27 May, 2024 @ 10:56pm 
I think that's more an issue with a scout lens mod.
oldetyme 27 May, 2024 @ 9:49am 
after a few tries i found: it works with the standard continents map, but crashes on the standard archipleago map
oldetyme 27 May, 2024 @ 9:25am 
I also found this in the log:

Runtime Error: D:\Steam\steamapps\workshop\content\289070\871712879\Lenses\Scout\ModLens_Scout.lua:68: attempt to index a nil value
stack traceback:
D:\Steam\steamapps\workshop\content\289070\871712879\Lenses\Scout\ModLens_Scout.lua:68: in function 'OnUnitSelectionChanged'
[C]: in function 'func'
[C]: in function '(anonymous)'
Davide_Italy_83 13 Apr, 2023 @ 9:24am 
A thousand thanks!!! it worked!!
Captain Lime  [author] 12 Apr, 2023 @ 5:53pm 
CIVILIZATION_LIME_THULE