Sid Meier's Civilization VI

Sid Meier's Civilization VI

MC's Minoa
35 Comments
Pumpkin7412 22 Apr @ 7:40pm 
Prepare thyself. Great mod btw
MudKipster 21 Mar @ 6:15pm 
For some reason this isn't marked as affecting save games despite the other 3 being marked as such.
However, very interestingly, loading a game with this guy in it after disabling the mod actually just completely removes him from the save. Like without any surface level issues. The game didn't crash or anything, his cities were just gone and things were fine. I just think that's really neat
MC  [author] 4 Mar @ 4:06am 
That phenomenon won't be getting caused by this mod, specifically, but is a symptom of you hitting the overall 'asset rendering limit' that is baked into the game's capabilities.

The solution is, fundamentally, to have less mods enabled - overall - that introduce new assets. Naturally, this is one mod that does introduce new assets - as do many others. It's a symptom of the collective, rather than any individual mod.
PhoneTheUknown 22 Feb @ 8:53pm 
Also, whenever I play as the Minoan Empire, other leader models have parts missing from themselves and I'm not sure what it might be because even when its the current mod running, there's still nothing that I can try that will fix the leader models.
PhoneTheUknown 22 Feb @ 6:34pm 
Its the guy from the Ultrakill!
treozukek 25 Oct, 2024 @ 5:12pm 
Alr thank you! Having a small chance of pulling points for inaccessible great people fits the theme of Judge of the Shades well, good to know it's intentional
MC  [author] 22 Oct, 2024 @ 5:33am 
So, the granting of GPP types is randomised and yes - it can result in you being granted a GPP type you cannot use. There's an element of randomness to it and it will not always yield something useful. This was necessary to ensure modded GPP types could be within scope and, unfortunately, the associated risk is that a GPP type that is unique to another civilization is also within scope.

With respect to the adjacency, you are absolutely correct - it is a Standard adjacency and that is a mistake in the localisation/mod's description, which I will correct. The intention is a standard adjacency.
treozukek 21 Oct, 2024 @ 7:16pm 
Playing more I also got Bolivar's Commandante Generals, is that intentional? Are these points doing anything lol
treozukek 21 Oct, 2024 @ 12:36pm 
The coastal adjacency appears to be standard (+1) instead of minor (+1 for every two).

Also, when using Sukritact's Iceland, I was getting GPP for their Lawspeaker from trade routes.

Minoa is a fantastic design thank you =)
孩子们他肘不动我 13 Sep, 2024 @ 6:23am 
文明独特区
宫殿中心
米诺斯文明的独特地区。在Masonry解锁。
奖项+1州长头衔。
+每回合1个伟大的科学家、伟大的先知、伟大的音乐家和伟大的艺术家。
在拥有宫殿中心的城市,以正常生产成本的50%建造校园、圣地和剧院广场建筑。
相邻瓷砖收到-1次上诉。
文明独特单位
Triaconter
米诺斯文明独特的古代海军近战部队。取代了厨房。在帆船赛中解锁。
在交易者单位的2个区块内开始回合时,获得额外的移动。忽略敌方控制区。
在友军领土内,或在交易者单位的3个方格内获得额外的战斗力。
Mod兼容性
这应该与大多数其他流行的模组兼容,包括UI模组,以及任何在游戏中批量添加新单位或功能的模组。请在评论部分报告您可能注意到的具体不兼容情况,并引用您认为不兼容的mod。
孩子们他肘不动我 13 Sep, 2024 @ 6:23am 
这个风俗文明由米诺斯国王领导,他在外交屏幕上完全活跃起来。他作为Modder Pass III:Call of the Ocean的一部分被释放。
--
领导者独特能力
阴影的评判者
每当任何一个单位在你的一个城市、一个宗主城市州或一个信奉你宗教的城市的6个方格内的战斗中丧生时,都有很高的机会获得信仰的提升。同样,失去少量信仰的可能性很小。
文明独特能力
波塞冬的三叉戟
地区、改进和单位不受洪水的破坏。在你们境内发生的洪水为你们的文明提供了信仰的推动力。
营地、商业中心、圣地和剧院广场从沿海水域瓷砖中获得少量邻近奖励,并在靠近海岸建造时提供+1大人物点。
建立一条新的贸易路线有机会提供许多随机类型的伟人点。
HAMMERMAN 13 Mar, 2024 @ 2:14pm 
Another awesome mod!
MC  [author] 10 Mar, 2024 @ 2:27pm 
@teks: originally, I had them in the 'deep red' space of colours for their civilization icon, as you may be able to tell from some of the other art I've kept in (like the world map background on the loading screen and King Minos' clothing).

In the end, I pivoted for something that would be more unique - there are a plethora of base-game (and popular modded) civilizations that occupy the red space on the colour wheel. It was more of an integration decision than anything else.

I will no doubt do an iteration on this mod in due course - I will consider having one of the original colour combinations put back in.
teks 8 Mar, 2024 @ 11:42am 
One possible suggestion is it would be great to see a color scheme that is more in-line with the hues commonly associated with the Minoans, this one uses a lot of blue which they used for dolphin frescoes, backgrounds, etc. and of course resonates with their nautical heritage. But when I think of the Minoans, their art, their infrastructure, their personae; I think of rich, ochre hues like earthy red, orange, yellow, and brown. Pillars painted in crimson hues, figures with bronze flesh. While I think the blues are unique, I think it could be great if there was at least one option that is more in-line with that famous earth tone beauty of Minoan Crete.
teks 8 Mar, 2024 @ 11:24am 
holy fuck yes, I have been waiting for a minoan mod for civ 6 for so long! thank you so much MC.
White Shadow 7 Mar, 2024 @ 4:55pm 
Thank you for updating the mod :lunar2019smilingpig:
Pilatian 7 Mar, 2024 @ 1:47pm 
@Master Imhotep - Sui Generis compatibility is usually done on Sui Generis' end. I don't think that mod is being updated anymore. If you want to add it yourself, just go into Sui Generis' mod files and edit CivAssignments.sql. You would then add, into the existing formatting, something along the lines of:

('CIVILIZATION_MC_MINOA', 'SG_LEADER_CLASSICAL'),

Or whatever Civ Group assignment you want to give Minoa. Classical is most likely to fit, since Mediterranean is mainly used for Medieval and on civs.
Master Imhotep 7 Mar, 2024 @ 7:32am 
Do you plan adding Sui Generis compatibility? BTW, I can help adding TSLs.
MC  [author] 5 Mar, 2024 @ 4:36am 
I have now published an update to this mod, removing the cap on the number of Palatial Centres that can be built. Text on the Steam description and in-game reflect this change. Any saved games should be able to continue following this update.
MC  [author] 26 Feb, 2024 @ 3:50am 
It's OK - I have a theory about why the specific limit of four isn't working.

I'll test shortly and if it checks out, I may need to adjust things slightly. Look out for an update accordingly. Any update will only be published once I absolutely know the described design is working as described.
Pilatian 26 Feb, 2024 @ 3:41am 
I will note also that I was using the Gathering Storm ruleset, and the Monopolies and Corporations, Heroes and Legends, and Barbarian Clans game modes. I doubt these should affect it, but just so you have a record of my vanilla ruleset in addition to those modded.

Thank you for looking into it.

If all else fails, perhaps you could redesign it as a large buff to the chosen city. Historically, although in actuality Minoa did have multiple cities on Crete and some suspected on smaller islands elsewhere, in Civ terms of scale it may as well have been OCC.

Still love the Civ design, and I didn't feel particularly weak even with only one PC.
MC  [author] 26 Feb, 2024 @ 3:37am 
That's a more definitive report that confirms it isn't working and it's this mod's fault.

I am going to troubleshoot/do further QA this evening. Will aim to get things resolved ASAP.

If I cannot resolve, I may make a slight change to the bonuses and amend the description(s) to indicate the limit of one-per-player. That's not my preferred outcome, though.
White Shadow 26 Feb, 2024 @ 12:37am 
I also am experiencing the same issue with the Palatial Centre. I disabled all other mods, running only this mod along with the default Firaxis game setup options. I can only build one Palatial Centre.
MC  [author] 25 Feb, 2024 @ 5:23am 
As mentioned - not sure at this stage. As soon as my time allows, I'll do another full round of testing and QA the Palatial Centre build limits again. I'll keep an eye out for equal feedback from others, too. The value that sets the maximum-per-player is definitely being read as 4 in the gameplay database, which really is the variable that should dictate the limit.
Pilatian 24 Feb, 2024 @ 6:20pm 
My best guess is some kind of conflict with JNR's mods, but I'm not sure what or why. The Palatial Centre has no terrain limitations besides land from what I can tell, so I have no idea why I would consistently be unable to build it.
MC  [author] 24 Feb, 2024 @ 8:17am 
To answer the questions thus far:

The Palatial Centres lowering Appeal of adjacent tiles is a reference to the history/mythology surrounding the infamous Minoan labyrinth. I know the Palatial Centre model doesn't include a labyrinth, as such, but that was more of an aesthetic choice; and I am likely to re-work the look as part of the next iteration.

At the moment, there is no TSL support configured for this civilization (nor any of my others). I intend to add it to all of them in the near future.

I will look into the Palatial Centre limit. It should be working as intended and in my testing it was working; but I'll check. I can't see a reason, obviously, that it wouldn't be.
Pilatian 24 Feb, 2024 @ 3:28am 
Is the limit on Palatial Centres messed up? I'm getting 'no suitable location to construct this' after building only one in a single non-capital city. Can't build it any other city.
therealcaesar 23 Feb, 2024 @ 6:03pm 
Does this have TSL for any World or Europe maps or map mods?
Mr.Gulo-Gulo 23 Feb, 2024 @ 10:44am 
Why does the palatial centers lower appeal?
Master Imhotep 23 Feb, 2024 @ 1:27am 
12/10 mod
Pilatian 23 Feb, 2024 @ 12:58am 
Looks great! Judge of the Shades is an interesting take on faith-based soft power - most of the strength comes from the 'City following your religion' conditional.
Pyrocrates1 22 Feb, 2024 @ 8:01pm 
I love the Minoans because of their architecture. Although I love to see the Mycenaeans, this is the closest we can have.

Also, I like the way this mod alludes to classical Greek mythology, although in a more historical way.

Good work - I'll give it a try.
Strudeler of the Tart Society 22 Feb, 2024 @ 4:56pm 
Fantastic.
Lucius, the Heavenly Dragon 22 Feb, 2024 @ 4:00pm 
EPIC, I'VE BEEN WAITING FOR THIS TO PLAY CIV VI AGAIN.

A random question, can I construct more than one Palatial Center in a single City? Mainly asking for the possibility to use this in a One City Challenge.
knjaz 22 Feb, 2024 @ 4:00pm 
Great to see the Minoans in Civ 6!