Sid Meier's Civilization VI

Sid Meier's Civilization VI

CIVITAS Songhai
41 Comments
wickedmougli13 27 Apr, 2024 @ 4:18pm 
The Bari Koy and Jiiray seem to be gone? I just end up with regular courser and university...
Sailor Cat 3 Dec, 2022 @ 7:35pm 
That sounds about right, yeah.
radbill453 3 Dec, 2022 @ 5:40pm 
So was trying this and there does seem to be an issue with Anshan. If you have the jiiray and Anshan it seems like they don't stack, and if you lose suzreinity you stop getting a bonus at all.
Max 27 Oct, 2021 @ 1:32pm 
seems the science from great works of writing either doesn't work at all, or doens't stack with that given by Anshan
LJMiranda 11 Sep, 2021 @ 6:45am 
Hey, can you list all of the music that this civ use? The music amazed me and I wanted to know the name.
voxcras 13 Apr, 2021 @ 3:47pm 
Some of your civ mods don't get TSL with the more popular huge earth map mods. Is there anyway this could be changed? I love all of your civs and my favorite part of Civ VI are TSL games
Cuso 20 Jun, 2020 @ 1:43am 
Hi! The unique unit doesn't cost horses like the courser
Macky527 7 Apr, 2020 @ 1:55am 
is this compatible with the DLC
Marva 23 Jan, 2020 @ 6:53pm 
This is, quite possibly, my favorite civ in all of civ 6. Thanks.
chimp  [author] 4 Jul, 2019 @ 3:09pm 
Hey @Fitzmittens good to hear from you mate! No problem at all - enjoy! :)
JJ 4 Jul, 2019 @ 2:56pm 
Thank you for fixing Chimpman!
chimp  [author] 29 Jun, 2019 @ 8:13am 
Soon (tm) turned out be 4 months later, but better late than never I suppose. Updated!
chimp  [author] 16 Feb, 2019 @ 1:09pm 
Soon (tm)
ser barristan 16 Feb, 2019 @ 12:47pm 
When will this be updated for GS?
chimp  [author] 19 Dec, 2018 @ 6:43pm 
Thanks for highlight that @circeus it seems to be a relic of a workaround that was in place before Firaxis updated unique districts to inherit bonuses of their parent district (I think it was an issue when civ had the unique district bug way back). Fortunately it just means we need to remove those workarounds and it should do the trick. I'll add it to my to-do list and try to get an update out soon.
circeus 19 Dec, 2018 @ 5:16pm 
Something seems wonky with the river adjacency bonus [cdn.discordapp.com]. It appears that districts other than the Karambungo somehow cumulate all adjacency bonuses from all unique districts that are installed (putting a theater district there trips up the Acropolis bonus, commercial hubs trips up a different unique district etc.).
Anger Bird 22 Aug, 2018 @ 11:28am 
Like only because this is Askiya
Lord Of the flies 10 Jun, 2018 @ 1:08am 
dude , excuse me, i tried it again without other mods, works fine, sorry for getting you confused. my apologies.
chimp  [author] 7 Jun, 2018 @ 2:32pm 
@Lord Of the flies thanks for the heads up! I'm not going to be back at my PC for about a week but I'll look into this for you on my return.

Just to double-check, the standard healing you get is as follows:

+20hp in Garrison
+15hp in your Cities
+5hp in enemy territory
+10 everywhere else

So you should be getting double those when next to a river, and these are all handled by different pieces of code. Is it just one you found this to be issue or all of them?

All the best,
Chimp
Lord Of the flies 6 Jun, 2018 @ 8:08pm 
i am having issue with healing next to rivers, it just heals normally.
Sailor Cat 30 May, 2018 @ 6:44am 
lol
chimp  [author] 14 May, 2018 @ 3:34am 
@Wafflehaus Do you have the Rise and Fall expansion pack? Both of those Effects were added by the expansion pack, and will crash your game without it.
Wufflehaus 13 May, 2018 @ 7:20pm 
Hey Sailor Cat I had an issue with this mod running with the general CIVITAS pack and a UI pack. It kept tossing me this error. This is without RnF enabled and with the load order fix from Reddit.
I had to disable this mod to allow me to play sadly :< Hopefully you're able to fix?

[1464929.113] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_RIVER_ADJACENCY" does not exist in Types
[1464929.113] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADJUST_CITY_IDENTITY_PRESSURE" does not exist in Types

bchevy04 12 Mar, 2018 @ 4:26pm 
Think I figured it out. Apparently it conflicts with C15 and SeelingCat's Colonial City Names .
Sailor Cat 12 Mar, 2018 @ 9:16am 
Please navigate to Documents\my games\Sid Meier's Civilization VI\Logs and find the Database.log file. Open that with a text editor and paste the contents in the bug reports thread above. Thanks.
bchevy04 12 Mar, 2018 @ 9:10am 
Looks great, but I keep getting an error code whenever I try to start a game with this mod enabled. I have applied the Dropbox fix and all of my other mods work fine. Is this related to the March 5 patch?
DESTRUCTOR987 4 Mar, 2018 @ 9:28am 
Um where is the eternal fire?
心中有江湖 1 Mar, 2018 @ 5:35pm 
and you should add a map of west Afric
心中有江湖 1 Mar, 2018 @ 5:34pm 
the picture of Songhai is your bro?
Willie5000 28 Feb, 2018 @ 8:31pm 
I like how your version of Askia has a sword over his shoulder again...
Gabingston 28 Feb, 2018 @ 12:45pm 
He knows de wae.
JEELEN 27 Feb, 2018 @ 9:41pm 
Nice addition. But knights attacking walls? Are they supposed to be mud walls?
Laurana Kanan  [author] 27 Feb, 2018 @ 6:29pm 
@emperorike - Exactly. It's just a single line added to the Civ description in the Localization file to remind me - nothin' too fancy.
emperor_ike 27 Feb, 2018 @ 2:19pm 
That's a great suggestion, @Laurana; might do that. I assume you mean goin into the actual file and adding a line or three? Nifty.
Laurana Kanan  [author] 27 Feb, 2018 @ 12:23pm 
Looks great Chimpan'G! Excited to try them out. :steamhappy:

@emperorike - I like to add a little blurb to the Steam mods' Civ description so that on the selection screen it reminds me which civs cannot play with each other because of the duplicate UDs. Like Songhai & Korea, Akkad & Zulu, and Taino & Brazil. Of course, it doesn't work for random selection.

@Chimpan'G - Maybe that is something you might consider adding to the selection screen?
Digihuman  [author] 27 Feb, 2018 @ 12:43am 
You sneaky little thing Chimpan, you released this while I slept! xD

Anywya, can't wait to try out this latest iteration.
emperor_ike 26 Feb, 2018 @ 11:46pm 
Addenda:
It isn't my place to complain or likely even comment, as I've no idea the coding involved, but I wonder if it wouldn't have been better from the start if all the civs' abilities - vanilla, xpac, and modded - weren't directly in or on any unique districts and instead on, say, a unique first or second building for a given district - like how trade route capacity got moved from the commercial / harbor base districts to the market and lighthouse. Certainly ups the entrance fee for tapping into special abilities, but seems like it'd be worth the trade, considering.
emperor_ike 26 Feb, 2018 @ 11:45pm 
I'd have thought that if they truly intended to smooth out whatever code is involved in it, the first xpack should've been a prime target. I hope you're right that they still do intend, I just find it hard to be that optimistic, heh.
You're definitely right on the ability needing to be attached to a campus. I just get leery of having to drop a game because "whoops, Korea spawned too", you know?

Pardon the late-night philosophizing. Keep up the good work, CIVITAS team.
chimp  [author] 26 Feb, 2018 @ 11:27pm 
Hey thanks @emperorike :) and naw no word from Firaxis on that yet but this one was made quite some time back and the district's ability that I fell in love with kinda hangs on it being a campus so I just rolled with it. I'm confident that Firaxis will fix the bug one day - they kinda have to as it puts restrictions on them too to some extent :o
emperor_ike 26 Feb, 2018 @ 11:03pm 
Unique campus, eh? Any sign that bug from vanilla has been fixed, wherein if two civs had a same-type district replacement, only one would be allowed buildings?
Any rate, looks as good as the rest, nabbing!