Queen Theophania
Chieftain
- Joined
- Dec 15, 2021
- Messages
- 28
Hey y'all, this forum might not be the best place to put this (and if it isn't then the mods are totally free to move this thread) but I want to make a mod that adds several Native American City States (from both North and South America). I originally only wanted to ashow this to Zaarin to ask him what he thinks and have him give me some suggestions since he seems to be pretty knowledgeable about this subject but the character limit for posts on peoples profiles didn't allow that so I'll just put it here. Civ 6 modding discussions are for sure not what everyone here is looking for but I thought I might just share this to get some feedback from people who might know about this more than me.
I plan on adding these City States in groups of 2 per city state type until there's finally 6 per type, though I've only thought of effects for 4 City States for now safe for one exception. a "???" means that I don't have a City State planned for that spot yet and would like to take your guys' suggestion for what I could add to the mod!
Cultural City States
I plan on adding these City States in groups of 2 per city state type until there's finally 6 per type, though I've only thought of effects for 4 City States for now safe for one exception. a "???" means that I don't have a City State planned for that spot yet and would like to take your guys' suggestion for what I could add to the mod!
Cultural City States
- Finca 6: Allows suzerain to build the diquis sphere improvement, that provides Culture (Archaeological site in Costa Rica, geographically and culturally unique, though the number in its name kinda bugs me)
- Onondaga: +0.5 Culture per envoy sent to any city state, doubled Diplomatic Favor from suzerainty (I feel that the more cermonial role of Onondaga to the Haudenosaunee compared to old world capitals marits making it a cultural City State)
- Os Camutins: Artifacts yield double Culture and Tourism (Archaeological site of the Marajoara culture of Brazil famous for the pottery they left behind)
- Tuktoyaktuk: Snow and Tundra tiles provide +1 Food and +1 Culture, Fishing Boats provide +1 Food (traditional Inuit hunting and fishing settlement in far northern Canada, it doesn't strictly need to be cultural but I think it fits)
- Tségháhoodzání: ??? (Capital of the Navajo Nation, maybe its bonus could be giving its suzerain access to Navajo code talkers?)
- ???
- Teyuna: Districts next to at least 2 mountain tiles provide an amenity and two housing (Important Archaeological site in northern Colombia, sadly not too much is known about it so I made it industrial because of its impressive architecture)
- Chan Chan: Aqueducts, Dams and Canals yield +4 Food and +2 Production (Very important archaeological site in Peru with extensive irrigation systems)
- Moxos: Floodplains provide +1 Production. Districts and tile improvements can’t be pillaged by floods (Area in Amazonian Bolivia with impressive engineering works, also not a settlement though there isn't really a way around that in this case)
- Teotihuacán: +50% Production towards districts and +25% Production towards buildings and wonders in your capital (probably doesn't need an introduction)
- Moundville: ??? (Don't know if Industrial fits this one very well tbh)
- Guapondelig: +15% Production and +15 starting EXP for military units in cities not originally founded by you (Regional capital of the Incas in Ecuador previously owned by another also militaristic ethnic group)
- Hochelaga: All your newly founded cities automatically get ancient walls (St. Lawrence Iroquian walled village, would be more of a defensively focused City State which I think is also just a nice change of pace)
- Masset: Melee naval units get +4 Combat Strength if fighting on coast tiles. Bonus doubled to +8 from the Industrial era onwards (Haida village, dunno if this is the best choice but they need to make it in some way or another)
- São Luiz Gonzaga: Your units get +5 combat strength when fighting on the same continent as your capital and an additional +5 strength if fighting units whose capital is in another continent (Guarani Mission where the Guarani war was fought, just think it's a good choice to represent a nomadic people)
- Werewocomoco: ??? (Would probably have some sort of city state centered bonus)
- ???
- Chaco Canyon: Your shrines and temples provide Production equal to their intrinsic Faith output (Not very happy with this bonus honestly, if anyone has a better idea please share it)
- Guachimontones: Allows suzerain to build the Guachimón improvement, that provides Faith (Important mesoamerican city, you might start seeing a pattern here)
- Fort Ancient: Allows suzerain to build the Effigy Mound improvement, that provides Faith (Effigy mound later inhabited by the culture that built Serpent's Mound, the Effigy Mound improvement would give strong yields depending on what districts are adjacent to it but could only be built once per city)
- Tiwanaku: Wonders yield +4 Faith (Kind of an obvious choice for this type of thing)
- ???
- ???
- Caral: Buildings unlocked by Ancient era Technologies and Civics grant +1 Science per turn per era since they were last built or repaired (Choosing scientific city states was quite hard, went with Caral since it's such a pioneer in America in general in so many aspects)
- Cempoala: Allows suzerain to build the Stone Ring improvement, that provides Science (Another Mesoamerican city that I don't know too much about)
- Kuhikugu: Harvesting Rainforest features generates 50% more Food and Production and also yields Science (Ancient central Amazonian city, picked as a scientific city state to represent the technological advancement of terra preta for Amazonian cultures)
- Tuskegee: Get a free eureka every time a Great Person’s effect is activated (Town where Sequoyah, inventor of the Cherokee syllabary was born, kind of a non brainer to represent a more modern American Indian people and the southeastern US)
- Mound Key: ??? (Chosen as scientific to reflect the innovation of its inhabitants, the Calusa, at forming a sedentary society without farming, would probably have a unique improvement as a bonus)
- ??? (Maybe a village of one of the Five Civilized Tribes could fit here?)
- El Tajin: Improved Luxury resources provide an additional +2 Gold (Commercial powerhouse in Mesoamerica that dealt with luxuries such as vanilla)
- Yaanga: Allows suzerain to build the unique Te’aat improvement, that needs to be built on coast tiles provides +2 Gold to the tile it was built on and adjacent tiles (Tongva settlement in modern day California, Californian natives definitely deserve some sort of representation and some sort of trade cs seems to be the best option, though it could easily be another Tongva settlement or a Chumash one)
- Yuquot: Your international trade routes get +1 Gold per Fishing Boat and +2 Gold per Camp in their origin city (Nuu-Chah-Nulth settlemend in Vancouver island instrumental to the fur trade in the North American northwest pacific coast)
- Tulor: ??? (Ancient city in the Atacama desrt of northern Chile, apparently also very important for regional trade)
- Michilimackinac: ??? (Pretty much the capital of the Anishinaabe confederacy, the Three Fires Council, took the place of Shamokin as I think it's a bit more important)
- Like-a-fishhook: ??? (One of the very few viable City States in the Great Plains)