Sid Meier's Civilization VI

Sid Meier's Civilization VI

Gedemo Tairona
31 Comments
Gedemo  [author] 12 Jan, 2023 @ 8:04am 
Update:
-now it should not interfere with units re-scaling mods.
-reduce mod size
ypd83 7 Jun, 2021 @ 11:24pm 
Mines grant +1 faith and +1 culture. Quarries grant +1 science and +1 gold.
isn't working, so please repare ! ㅠ...ㅠ
Fantasieprodukt 18 Mar, 2021 @ 1:58pm 
Perfect! I've nothing to add, it's just perfect.
Gedemo  [author] 17 Mar, 2021 @ 11:26am 
@Dumbo Twinko: Thanks for your feedback! I changed the Guecha to the Manicato. At the time, I didn't choose the muisca on purpose because I thought Firaxis would make the Muisca.
Gedemo  [author] 17 Mar, 2021 @ 11:23am 
I changed to 153/41. Tell me if it is better now.
Fantasieprodukt 17 Mar, 2021 @ 8:56am 
"However 154/32 should not have any infliction with another CS of CSE... ", that was wrong, i mean 153/41 should not have any infliction with another CS of CSE , ynamp TSL or any other major civ or leader mod.
Fantasieprodukt 17 Mar, 2021 @ 5:48am 
I played recently on ynamp giant earth with Tairona and Omagua. Unfortunately the placement of any starting units for Tairona failed, because Tairona and Omagua have in their ynamp support files both the TSL 154/32. If 2 civs have the same TSL, the placement of starting units for one of both fails and thus one TSL becoming invalid. I checked Wikipedia for Tairona and it seems that the most historically convenient TSL for Tairona is 153/41. Unfortunately, that area is lil bit crowded, because CS Teyuna (of CSE mod) is just one tile away (152/41). CSE CS Port Royal and YNAMP TSL for Gran Colombia are also in that area. However 154/32 should not have any infliction with another CS of CSE , ynamp TSL or any other major civ or leader mod. Also if you look at the area Syria/Palestine in YNAMP giant earth with CSE, also it's quite crowded there with city states just 1 tile away from each other, so crowdedness should not be a concern here.
Dumbo Twinko 2 Feb, 2021 @ 10:26pm 
Hi, i wanted to voice some criticism I have about the historical accuracy about this mod, speaking as Colombian Art History student who has been working and studying about pre-colonial groups in the territory.
I think you should just change the name to Muisca, the only Tairona thing about the mod is the leader and the building; El Dorado is uniquely Muisca and the real Dorado myth is also important to Colombian identity, we never talk or teach about a city made out of gold, but a serious and important ritual that was part of Muisca cosmology.
The Guecha and the Civ ability work really well for a Muisca civ, the Guecha was an unique warrior class of the Muisca, the Tairona never had them, the closest thing would be Manicatos, been the names of the Tairona warriors that guarded their homelands.
I do like your focus on “less-known” civs with your mods, and I think this mod would be “historically” more successful as a Muisca civ rather than a Tairona one.
MºTºrH34d 18 Nov, 2020 @ 12:12pm 
I love it. It's look to me that is a little OP but I have a lot of fun to play with it. Good artwork
Gedemo  [author] 7 Oct, 2020 @ 2:07am 
Thanks!
Te 18 Jun, 2020 @ 6:34pm 
That is great new art!
Gedemo  [author] 18 Jun, 2020 @ 6:53am 
I hope you like the new leader art?
Dunkle Aussicht 9 Jun, 2020 @ 9:51pm 
Hi Gedemo! Is it possible to change the texture of the character? But all in all the mod is really good.
Cuso 6 Dec, 2019 @ 8:11pm 
Hey Gedemo! One little thing: when using this mod and resourceful 2 at the same time, you can't build quarries on top of the new quartz resource, but you can on everything else that allows it. I don't know why it only affects it. I know it's not obligatory to make your mods compatible with others but I think you'd like to know.
Lelogan 10 May, 2019 @ 11:29am 
Good point, I hope the Muisca will appear in an extension, however, with the lack of complete knowledge (compared to other civilizations like the Aztec, Inca, and Mapuche) I doubt the developers will want to go through with it. Regardless, I appreciate your response and apologies if I came off too harsh and I will try this civ out in the meantime.
Gedemo  [author] 10 May, 2019 @ 6:14am 
Muisca and Tairona belong to the same family, the chibchan. There are similarities between the two . Muisca are more famous so they are more likely to appear in an extension. That is one of the reasons why I don't choose them. Tairona People are known for their distinctive goldwork. More over, Ciudad Perdida (aka Buritaca/Teyuna) is a famous lost city in the jungle. These two features are pretty good for the concept of El Dorado.
Lelogan 9 May, 2019 @ 6:49pm 
In my research, it was the Muisca who led the belief of "El Dorado" when it was really just a man covered in gold dust. I don't know why the Tairona have this when it was based around the Muisca Confederation and the Muisca Confederation being more prominent in Colombian society. Not to say all other tribes/natives to Colombia aren't important but a lot of ideas derived from the Muisca people not the Tairona. Not to mention that the Muisca have a lot more known about them than the Tairona..

I know it is mostly an opinion when it comes to which civilization should really be popular for Colombian players, but I do feel that some ideas from the Muisca were taken and inputted into the Tairona civ.
Sedition 20 Feb, 2019 @ 2:39pm 
I Just noticed the mine I placed on a copper node gave the faith and culture, but not the ones i place on hills without a resource.
Gedemo  [author] 20 Feb, 2019 @ 1:27pm 
Mines continue granting faith and culture. I'd just checked it (see the last screenshot).
Sedition 20 Feb, 2019 @ 1:13pm 
Mines are no longer granting faith and culture. The Quarry bonuses are still working.
Sedition 26 Jan, 2019 @ 4:48pm 
Hello. I really like this civ, but is it intended for the Guecha slingers to lose thier great merchant point ability when they're upgraded to an archer? Slingers aren't viable for very long, and it'd be awesome to have a few range later in the game that still have this ability.
Gedemo  [author] 10 Sep, 2018 @ 1:08pm 
Thank you all for your feedback about the Guecha's range bug. It has been fixed now: the unit has permanently its 2 ranges, wherever it is. I also added a custom agenda and historic moments.
Digihuman 10 Sep, 2018 @ 8:32am 
Gedemo, I would like to inform you that this mod is bugged.

The Unique Unit has the same bug as JFD's Wales - namely, that the more of the Unique Unit you have, the more the range increases. For example: If you have 7 of the UU on the edges of your boarder, they end up with a Range of 7. This makes them...well, quite OP.
Scribe of Nekoti 30 Aug, 2018 @ 3:08pm 
What's his agenda?
Kalux 13 Jun, 2018 @ 12:52pm 
Hello! Great mod, i enjoy it a lot!! But I think there is a bug with the Guecha Warrior, he does not benefit from the range bonus on tiles just outside one's border.
Keep up the good work!
𐎾𐎢𐏃𐎠𐎾 𐎲𐎡 9 Jun, 2018 @ 3:12am 
super mod continue comme ça !
Gedemo  [author] 10 May, 2018 @ 5:34am 
@Glemt Thanks for your feedback. I fixed it.
Glemt 19 Apr, 2018 @ 8:54am 
Love your work! Just wanted to say it's "ancient era" and not "antiquity era" as you write most (all?) of the time : ) Keep up the good work!
jacktannery 7 Apr, 2018 @ 2:09am 
<i>'Unique Unit: Guecha Warrior (replaces the Slinger): it gets +1 range in or adjacent to owned land and grants +5 Great Merchant points from kills.'</i>

I'm getting a funny bug, where the Guecha Warrior is getting +1 range <b>per</b> adjacent friendly tile within 2 squares, which gives them a range attack of c. 10 tiles usually. Probably not intended!
Faysal 25 Mar, 2018 @ 11:09pm 
Yes! This wil fill up Colombia nicely!
debrux 9 Mar, 2018 @ 3:48pm 
Very cool, merci !