Sid Meier's Civilization VI

Sid Meier's Civilization VI

Port Lime - Ekeuhnick (Thule)
20 Comments
piZzaMizzA 15 May, 2024 @ 5:28pm 
Bug report, playing multiplayer yields abnormally high science for every leader, regardless of stated Science yield. Found and tested in Hot Seat, no mods except base Thule and mod manager, and queued up all the ancient era research on turn 1.

When I had 2 players, Pottery would usually be fully completed in 1 turn. With 12 players, I've gotten up to every ancient era tech researched in 1 turn, but most of the time it's Pottery through Astrology that's completed (Ordered top to bottom per column). Earlier players (1,2,3) research more and later (10,11,12) research less, but this is highly variable and the amount of science seen put into a tech (when not fully completed) doesn't seem like multiples of its supposed yield (2.5).
Captain Lime  [author] 4 Jan, 2024 @ 5:31pm 
...it is compatible with sukritact's oceans. What made you think it wasn't?
YouCanCallMeMarmelade 1 Jan, 2024 @ 11:14am 
Sukritact's oceans compatibility when
Soothsayer98 28 Dec, 2023 @ 10:53pm 
Took me a while to realize this but I found a bug with this mod if it's enabled. Any civilization in the game that puts a district on top of a bonus resource will get the harvest science bonus as if they were playing as this leader, even if he's not in the match.
Soothsayer98 22 Nov, 2023 @ 7:55pm 
My theory is that the coast bias is overwriting the snow/tundra bias in a way which sucks. The Thule abilities allow you to make very tall cities even in snow as long as they are in coast anyway.
Captain Lime  [author] 22 Nov, 2023 @ 7:03am 
That's the thing.

I did give them a snow/tundra starting bias.

The problem is that there's so few tundra and snow tiles on a standard map that it doesn't matter. So I made the civ agnostic to Tundra and Snow, because those tiles suck anyways, and revised the design so it is not dependent on this horrible terrain that I couldn't get the damn civ to spawn on anyways. Sorry.

If I seem snippy about it, it's because everyone asks me to do this. It gets old.
Soothsayer98 21 Nov, 2023 @ 8:08pm 
The Thule mod is very fun to play, however I did notice that the starting bias seems wonky.
9 times out of 10 they spawn in the middle of the map, 2 of those times were in a desert. Just saying it feels weird to play as an arctic civ in the middle of the map instead of the top/bottom.
I saw that they have a bias to coast, but wouldn't it make sense to also give them a bias to snow/tundra too? Maybe forcing them to spawn on snow coast or tundra coast every game?
Captain Lime  [author] 18 Nov, 2023 @ 8:44pm 
yeah there's something funky with the artdef idk
c0rtin3x 18 Nov, 2023 @ 3:45pm 
I found that when I harvest a resource with a recon unit, that the animated figures for this unit disappear... the unit still exists, but I only see its unit icon... is that normal?
Captain Lime  [author] 17 Nov, 2023 @ 1:05pm 
Dogsled Hunters are skirmisher replacements. I wanted to do that to bring it in line with when the Thule People were most active: Classical/Medieval timeframe. I don't want to give them a snow/tundra buff for the reasons I listed.
blkbutterfly 17 Nov, 2023 @ 11:08am 
What about making the Dogsled unit available earlier? I'm sure when I last played The Thule about 3(?) yrs ago they were scout replacements. Perhaps give them a snow/tundra buff?
Captain Lime  [author] 16 Nov, 2023 @ 5:17pm 
I deliberately did not give Thule much of a Tundra buff. In a standard map, so few tiles are Tundra by comparison that it's not a good idea to incentivize settling there. Instead, Thule has a coastal focus, and Kiviuq retains an ability that's only partially Tundra. The intention here is that coastal gameplay is basically required when you're in Tundra.
blkbutterfly 16 Nov, 2023 @ 11:14am 
@"Captain Lime" I reckon you can buff the Thule on tundra.

In comparison Vietnam already gets +1 movement and +5 combat on tundra forest. (I've been play testing on Scrambled Arctic Ocean + Apocalypse). Vietnam on top of that has the ability to plant forest in medieval which makes her no-stress to play on the Arctic...seems unfair.
Captain Lime  [author] 13 Nov, 2023 @ 9:32am 
I only have one more Thule leader planned - plus at some point a rework for Javraganak - but they've basically been my playground for cool ideas that don't work for anyone else. No other players have Scout focus or Natural Disaster focus, and the other one will have a Wildlife++ focus.
blkbutterfly 13 Nov, 2023 @ 7:42am 
Wow!

The Thule really are my favourite mod civ in Civ VI by far (and all their leaders) so I'm gonna have to dust off my copy of Civ VI and play test on one of my maps: Scrambled Antarctica me thinks :steamhappy:
Pyrocrates1 13 Nov, 2023 @ 3:35am 
Nice!
Captain Lime  [author] 12 Nov, 2023 @ 7:53am 
That is in fact the only source I could find. I had a look through JStor and saw that it's been vetted by a few scholars, but it's mostly an attestation of a Kauwerak Inuk man. I'd take it with a grain of salt.
Pyrocrates1 11 Nov, 2023 @ 11:42pm 
I found a source, for those who want to read more

http://www.alaskool.org/native_ed/historicdocs/people_of_kauwerak/kauwerak.htm

That makes him an interesting leader to play with!
Captain Lime  [author] 11 Nov, 2023 @ 8:31pm 
So he's interesting - he doesn't have any divine powers like strength or sight or long life. His power is intellect. He's credited for basically inventing everything the Inuit needed to survive in their environment.
Pyrocrates1 11 Nov, 2023 @ 7:53pm 
I would like to know more about him - since he only got a one off mention in some games site about the Inuit as a possible civ, maybe he's a legendary figure, like Gilgamesh.