Sid Meier's Civilization VI

Sid Meier's Civilization VI

Port Lime - Gokturks
24 Comments
Knoblauch_ 26 Nov, 2024 @ 3:17pm 
Fun ideas, I like it a lot, however I noticed a pretty serious bug: while at war, the Tümän costs 0 gold to purchase. Heavy chariots are discounted by the correct 50%, but so long as I had enough horses I was able to print out Tümän units for free. I checked and making peace reverted their purchase cost to the correct amount. Any idea what's causing this? Anyone else experience this? I would love to play this mod out fully-- Thanks for all your effort, Lime!
smartandclever 17 Nov, 2024 @ 1:31am 
Good mod, but there seems to be something wrong with the Chinese translation, all the Chinese characters have become "?"
YouCanCallMeMarmelade 10 Nov, 2024 @ 3:22pm 
I think the mod would play better if you got the science/culture/gold bonus from all traders, not just foreign traders. Requiring foreign traders just feels kinda finicky, but I think it might work if you got a smaller version of the bonus for your own traders and the full bonus for foreign traders
_zeaa 9 Aug, 2024 @ 9:55am 
the ingame name of the civ is broken
MarkH2 9 Aug, 2024 @ 7:10am 
in-game discription of this civ missing, all character become "?????", functions keep working
CLAN CAMERON 8 Aug, 2024 @ 7:39am 
I never gave my thanks! Thank you for fixing the issue I was having with this mod, I've had a game going on it ever since your update and it's been a blast!
Captain Lime  [author] 6 Aug, 2024 @ 8:24pm 
I would be greatly assisted in figuring it out if you submitted logs.
Levonant 5 Aug, 2024 @ 10:15pm 
not sure if it was your mod exclusively, but i did get my first game crash ever just now in a game which features your civ. im sure you'll figure it out :)
yörükraptor 5 Aug, 2024 @ 5:47am 
thank you for not making him black or mediterranean looking
Knoblauch_ 5 Aug, 2024 @ 2:20am 
How is the Science, Culture, and Gold bonus from other players' routes applied? Do the yields get added to the city yields of the city the trader is passing through or are they not applied to a specific city, but rather to your total empire yields? So for example, could Pingala's +15% yield buff affect these yields or not?
EmperorOvaltine 4 Aug, 2024 @ 8:37am 
"the göktürks have taken over the entire eurasian steppe. great job, göktürks!" - bill wurtz, history of the entire world, i guess
Captain Lime  [author] 2 Aug, 2024 @ 4:53pm 
That was the issue - RELIGION_TENGRRISM was basegame in civ 5, but added with Tomatekh's Historical Religion in Civ 6. Fixed.
CLAN CAMERON 2 Aug, 2024 @ 10:29am 
Lua.log w/ modlist:
https://pastebin.com/CS8xqNhw
Database.log:
https://pastebin.com/7SghB4a2
I think it might be in this that the problem lies, within the Database.log:
[337738.595] [Gameplay] ERROR: Invalid Reference on FavoredReligions.ReligionType - "RELIGION_TENGRIISM" does not exist in Religions
Maybe something I don't have that I need?
Captain Lime  [author] 1 Aug, 2024 @ 7:05pm 
What are your modlists? and can you submit your database logs?
ddhostallero 1 Aug, 2024 @ 5:03pm 
I am having the same problem as CLAN CAMERON. I disabled all of my other mods except this and restarted already. Still can't play this leader.
CLAN CAMERON 1 Aug, 2024 @ 2:04pm 
I'm trying to play this and it just won't load. I don't know what to do to fix it, because I am unsure of what the conflict is. Disabling this with no other changes results in no problems, so I'm sure there's some issue that I'm unable to see. Feel free to ask for my modlist or anything else, if anyone would be willing to help I'd surely appreciate it.
Sailor Cat 1 Aug, 2024 @ 8:51am 
Had to authenticate the Steam mobile app to authenticate the Steam mobile app to log in on browser to rate this mod.
plaguepenguin 1 Aug, 2024 @ 6:13am 
I already like IZs more than most players, so this is great for my play-style. Those districts or Holy Sites would be the first districts, and for a while (maybe until the third-tier buildings are unlocked?), the only districts in at least the cities that are at all likely to receive foreign traders.
Captain Lime  [author] 31 Jul, 2024 @ 9:08pm 
I'm keeping my eye on this, but I would say I would like the Tuman to be a bit overpowered - the turkic horde was feared for its archery ability. That's why I wanted the cost to be a bit severe. In a perfect world, the Tuman would be able to hit with a ranged attack and then charge the enemy, but I couldn't figure that out.
Catov 31 Jul, 2024 @ 12:48pm 
I appreciate this mod with all my heart both as a seasoned player of the game and a Turk. I also love the idea of a nomadic design without too much improvements or districts, without the preserve builds. Played a game and the unique unit feels overpowered and ranged attack doesnt take movement. so you can shoot and move back 4 tiles. I think it can receive a combat strength nerf becuse this thing is what Camel Archer unit was in Civ V, reall tough 4 movement unit that is ranged and moves after attacking.
IconaDeFun 31 Jul, 2024 @ 9:53am 
Let's goooo! A real Steppe up with this leader lol
Dr.Abominate 31 Jul, 2024 @ 7:15am 
Finally something from Modder Pass that isn't a world wonder :'-)
Strudeler of the Tart Society 31 Jul, 2024 @ 4:43am 
[Chorus]
Mr. Blue Turk
Please tell us why
You had to barrage us for so long? (So long!)
Where did we go wrong?
Mr. Blue Turk
Please tell us why
You had to barrage us for so long? (So long!)
Where did we go wrong?
Master Imhotep 30 Jul, 2024 @ 10:00pm 
The hordes are coming!