Sid Meier's Civilization VI

Sid Meier's Civilization VI

Port Lime - Ottomans Rework
46 Comments
Pusha T 18 Oct, 2024 @ 7:21pm 
Hi! Can we get an update that fits the second Persona?
petimazug 1 Feb, 2023 @ 9:31am 
Thank you for the reply, it's understandable. You'll get to it when you get to it!
Captain Lime  [author] 31 Jan, 2023 @ 7:55pm 
I just had a playthrough of it. There are a few bugs I want to fix and definitely update for new Suleiman, but my priority right now is on fixing Iran up.
petimazug 29 Jan, 2023 @ 6:52am 
Please update for the new persona!
Boa of the Boaians (ᜊᜓᜀ) 15 Dec, 2022 @ 7:00am 
Now I’m curious to how this mod will respond/update when the other Indian-looking (no offense intended lol but thats how he looks to me) Suleiman is out….

But other than that, I like this mod, even more so with the upcoming Great Commanders Pack! Also… I’ve always somehow felt that Janissaries should be the civ unit, not the Barbary Corsair, it just seems to fit a lot more when I think of the Ottomans.
ropestring3 13 May, 2022 @ 9:10pm 
Ottoman base game not pure conquer civ. They get ammenity in conquered city and the bank replacement is quite nice with or without conquer
Captain Lime  [author] 24 Nov, 2021 @ 7:57am 
When I was originally making this mod concept, the UA was going to be about the Devsirme/Millet system. However, as I proceeded, I realized that that would be doubling down on the Janissaries, which the Ottomans already have, and would be depicting the Ottomans as exclusively a conqueror. This is a very western-centric viewpoint that has been disputed, and I personally disagree with - I wanted to focus this Ottomans civ around their mastery of administration over their conquered territories, which can be boiled down to "Pay your taxes and we'll leave you alone. We don't care what you worship."
Safiye 24 Nov, 2021 @ 3:06am 
Much better than the original one. Especially, I got REALLY annoyed when I heard "Otttoman's unique unit is Barbary Corsair." in the first-look video.
But still, I wonder why nobody cares about the sound Ottoman systems named Millet and Devshirme...
Captain Lime  [author] 15 Jul, 2021 @ 10:20am 
Honestly, when I'm a conqueror, I get zero embassies except from allies.
Arcadian 14 Jul, 2021 @ 11:37pm 
Wouldn't "Has Odabashi" be a bit OP on large maps? On huge he could get +12 favour from that alone. Not that I think exactly everyone would send an embassy to him. How many embassies is common for an AI to have when they have met all civs?
rocky training montage 29 Apr, 2021 @ 7:01am 
Having the Ottomans be all in on domination or bust like Ghengis Khan really felt ahistorical. Now the ridiculous economy and production you get from Commercial Hubs in conquered cities lets you pivot into any victory type. I also really like the Janissary rework, it solves Suleiman's huge dearth of governor promotions that Fireaxis tried so ineloquently to solve by giving Suleiman a free promotion with Gunpowder. It seems like the strat with this rework is to push in the Medieval and Renaissance era with Trebuchets and tech into Janissaries mid way through to rack up those promotions. I think it'd be good to move the Bedestan to a different unlock because of that. I also wish this mod still kept the Barbary Corsair though, those were insanely fun on TSL Earth games, but I have no clue how you could balance that.
Captain Lime  [author] 15 Feb, 2021 @ 11:39am 
@Crowbar: that was an earlier idea for Suleiman the Magnificent, that actually got incorporated into Civilizations Expanded!
@Valetine: woops. I'll get right on that after May.
V-tin 13 Feb, 2021 @ 7:17am 
I had an error in modding.log with this mod:
"Line 105: [2615950.124] ERROR: Invalid file reference in action, did you forgot to add it in <Files>? - core/TunisText.xml"

I changed in "Ottomans Redux.modinfo" from "core/TunisText.xml" to "core/TunisText.sql"
Abdul 3 Feb, 2021 @ 8:23am 
interesting changes!
What I always thought would be cool for ottomans is bonus production towards wonders in the capital.
Captain Lime  [author] 30 Dec, 2020 @ 8:39pm 
Maybe!
Filipe 30 Dec, 2020 @ 5:44pm 
Is this MOD compability with Warfare Expanded: Reload?
Captain Lime  [author] 8 Dec, 2020 @ 10:54am 
Unfortunately, it does not. I no longer support YnAEMP because it's a pain in the ass and the author really annoyed me with his hissy fit.
Madisonian 7 Dec, 2020 @ 12:47am 
Does Tunis have TSL for YnAEMP? Came looking for something to fill the gap in North Africa.
Captain Lime  [author] 6 Dec, 2020 @ 6:37pm 
No.
Akashi 3 Dec, 2020 @ 12:39pm 
Is it possible to download the previous version of this mod?
Captain Lime  [author] 23 Nov, 2020 @ 2:55pm 
My current priority is a Babylon Rework though. Babylon is so broken that it ruins all other strategies besides Play Babylon -> Get Mining -> Win. Firaxis should feel bad for even thinking that was okay to begin with.
Captain Lime  [author] 23 Nov, 2020 @ 2:52pm 
Yeah, I'm thinking of nerfing the Commercial hub specialists to just be the equivalent of 1 Commercial Hub Specialist and .5 of the other two.
Kaitax 23 Nov, 2020 @ 11:10am 
Making all specialists in the district produce 3 culture, production and 2 more gold, is realy brokenly powerfull if you ask me ...
It effectively means that with a commercial hub specialist, you effectivly have a 1.5 commercial specialists, 1 culture specialist and 1 industrial specialist. So the output of 3.5 pop on just 1 pop. And that up to 4 times!

Otherwise, realy interesting and well made. Rather then getting bonuses for conquering that make you conquer more, it's economically smart to conquer.
If ever I needed encouragement to conquer places rather then expand myself, this civ version gives it in droves.
Good job.
Captain Lime  [author] 18 Oct, 2020 @ 12:08pm 
Yeah it's unfortunate but I can only do so much
Tim 18 Oct, 2020 @ 6:31am 
I appreciate your work to make Ottomans looks more credible. But even if Bedesten are more Ottomans language and architecture, it's weird to just rename. Because the 3D model is not at all a Bedesten. So it don't really fix the problem, but move it somewhere else.
Captain Lime  [author] 23 Sep, 2020 @ 10:50am 
I don't know how Sui Generis interacts with this mod. Sorry!
Lucius, the Heavenly Dragon 23 Sep, 2020 @ 8:06am 
Does Sui Generis overwrite this mod? I had both active and all the abilities were listed, but none of them seemed to take effect. Those were the only two mods I had that might've altered the Ottomans. I didn't even have Warfare Expanded.
Captain Lime  [author] 30 Aug, 2020 @ 12:44pm 
Tell me about it.
Arcadian 30 Aug, 2020 @ 10:27am 
Okay, that's a bit misleading then. I thought it would either get 5 for upvote or 1 for downvote. They should just let us assign stars from 1 to 5 instead.
Captain Lime  [author] 29 Aug, 2020 @ 1:48pm 
The reason for the 3-star rating is because of how steam calculates star ratings - usually, if it doesn't have enough ratings in total, it doesn't get a high one.
Arcadian 28 Aug, 2020 @ 9:09am 
I like it at first glance, but 3 stars isn't convincing. What's the reason behind the average rating?
Desperate Housewolf 27 Aug, 2020 @ 9:33pm 
Thank you so much for this! As a history nerd and longtime civ player, it's super exciting to see other community members deconstructing some of the stereotypes and misinformation that tends to get passed along when reducing historical figures to cartoon characters with a couple special skills. I can't wait to try out your rework!
瞳话 23 Aug, 2020 @ 7:11pm 
thanks
jjj 23 Aug, 2020 @ 4:08am 
thank godness harbors don't get the double adjaceny bouses
Te 20 Aug, 2020 @ 7:45pm 
This is fantastic -- thank you very much!
Roodbaardt 19 Aug, 2020 @ 1:45pm 
Thanks!
Captain Lime  [author] 19 Aug, 2020 @ 1:25pm 
It's no longer tech locked, and you make recruit them at any point in the game. However, at the beginning of the game it only has the power of a Quadrireme. With the Guilds civic, Electricity Technology, and Telecommunications Technology you unlock strength upgrades that puts them on par with naval raiders of their time

It's important to note that the strength upgrade only happens if you are both the suzerain of Tunis and have the technology. However, the strength will not go back down if you later lose suzerainty. So, if you get the Guilds civic and aren't the Suzerain of Tunis, your existing Barbary Corsairs will not receive the buff. If you then get suzerainty back, the Corsairs will be buffed, and will not lose that boost if you lose Suzerainty again.
Roodbaardt 19 Aug, 2020 @ 11:50am 
So how does the Corsair work? Does it scale with era or do you need a tech requirement to buy it? A Renaissance naval raider would be kinda weird in the ancient era...
Toyota_Supra jest zbyt potężna 19 Aug, 2020 @ 8:58am 
i love ottomans even in its current state but always was missing something is ibrahim. the only thing will miss will be old jannisary
SurrealMonk 19 Aug, 2020 @ 8:39am 
Love this. As someone who's specializing in Middle Eastern history, it always annoys me that the Ottomans seem to be treated like the Huns or Vikings. My only concern is that the Bedesten seems a tiny bit OP just from reading, but obviously that's a lot different from actually playing it. Downloading now!
Leugi 18 Aug, 2020 @ 4:48pm 
Tunis hype
Captain Lime  [author] 18 Aug, 2020 @ 4:32pm 
Janissary cannot be upgraded to Infantry (and replaces the Musketman, woops) - I did that mostly for historical accuracy, and to make it so that the Ottoman unit has a huge malus that isn't so prevalent at first. Don't worry though, a fully promoted Janissary can easily contend with Infantry in their own right.
Lucius, the Heavenly Dragon 18 Aug, 2020 @ 4:21pm 
Also: Janissary replaces the Janissary?
Other than those two points, really great mod! I’ve been waiting for this one for a while.
Lucius, the Heavenly Dragon 18 Aug, 2020 @ 4:20pm 
Can they not be upgraded from Swordsmen or do they not upgrade to Infantry? Because if it’s the latter, why not instead make them really expensive to upgrade?
Tetro75 18 Aug, 2020 @ 4:10pm 
"Upon earning *its* level 4 promotion"
IconaDeFun 18 Aug, 2020 @ 1:58pm 
Love it! Thanks for the continued great work :3