[Custom Civ] Colonialist Legacies’ Inuit for VP

Like the Campodian mod this one also has a dependency for the promotion icons that was merged in latest 3.7.4 into main VP.
Just deleting the dependency in the modinfo seems to be working. Just letting you know
 
With the latest update Qamutiik can not pick up the ruins, which is pretty dumb considering the 3/4 UC Inuit start without a pathfinder...
 
With the latest update Qamutiik can not pick up the ruins, which is pretty dumb considering the 3/4 UC Inuit start without a pathfinder...
Oh shoot. Yeah, you’re right
 
For now, turn off BALANCE_CORE_GOODY_RECON_ONLY until a workaround is done.
 
Igluviaq only gets +1 hammer instead of +3 from the order policy. Is it intentional?

1694817705838.png
 
Seals do not get +1 culture from CORPORATION_GIORGIO_ARMEIER, but the code says is should

Edit: seems like all the corporations are just broken is that regard

Edit Edit: Oh, i get it, only the franchises provide the bonus. Seems pretty strange but ok

1694842201107.png
 
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New version posted with 4.0 compatibility
Code:
Increased the Unataatik CS and RCS to 18 and 22 RCS
Igloo bonuses to Ocean, Snow, Tundra, and Desert adjusted to match the new Caravansary base values
Fixed bug with the Igluviak not getting the correct policy bonus yields
changed the name of the UA to Qauijimajatuqangit
 
I enjoy Milae's video series on the Inuit.

I think that the Unataatik ranged distance is interesting at 1, why was that chosen?
I like it - think of them as a slightly weaker frontline unit that doesnt take damage when attacking, works well with cav and arty + the movement over rough terrain lets them close in with most units anyway.
 
Hi, I noticed the in-game description of the Igloo building hasn't been updated in the latest version. It's still showing the old bonuses (i.e. +1 Culture, Gold, Food for every 3 tiles instead of +1 Food, Gold for every 2 tiles).
 

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This has quickly become my favorite modded civ so far. I always wanted there to be a civ that can thrive in snow and here it is! Thanks for making this.
 
Hello.
Could you guys make the Better Lakes For VP mod compatible with seals?
I was trying to modify the "GetDemSEALS.lua" file from the Inuit mod, so that Lake Fish convert into Seals when the Fishery (which is a building from the Better Lakes mod, and is needed to improve Lake Fish) is built.
Could not get it to work because I never modified lua code before.
Heres my failed attempt :p
 
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Hello.
Could you guys make the Better Lakes For VP mod compatible with seals?
I was trying to modify the "GetDemSEALS.lua" file from the Inuit mod, so that Lake Fish convert into Seals when the Fishery (which is a building from the Better Lakes mod, and is needed to improve Lake Fish) is built.
Could not get it to work because I never modified lua code before.
Heres my failed attempt :p
Your code looks right, I'm not sure. Make sure you don't rename the file after editing it in the mod. It's also possible that when the fishery places the improvement it doesn't call TileImprovementChanged. In that case just modify the fishery code instead. In the better lakes mod, in core/buildings/fisheryWorkboat.lua
Inside the innermost of statement, add an if statement to check
Players[iPlayer]:GetCivilizationType() == GameInfoTypes.CIVILIZATION_CLINUIT
and then set the stuff to seals (same as pdans code) if true , else do the normal stuff.

If I have time I can run it on my computer but that will probably be later.
 
Your code looks right, I'm not sure. Make sure you don't rename the file after editing it in the mod. It's also possible that when the fishery places the improvement it doesn't call TileImprovementChanged. In that case just modify the fishery code instead. In the better lakes mod, in core/buildings/fisheryWorkboat.lua
Inside the innermost of statement, add an if statement to check
Players[iPlayer]:GetCivilizationType() == GameInfoTypes.CIVILIZATION_CLINUIT
and then set the stuff to seals (same as pdans code) if true , else do the normal stuff.

If I have time I can run it on my computer but that will probably be later.
Tried to insert Pdans code into fisheryWorkboat.lua. Still cant get it to work.
Heres my modifications to better lakes
 
When unzipping, it writes an error in combination with the Goths mod in the VPCompatibility.sql file
 
I've been having a really enjoyable game with this civ so wanted to share my experience. Large, communitu, Immortal. After re-rolling a couple times to get a tundra start, I had a nice bit of land to settle around 5 tundra cities and so was able to get good use out of my uniques. My general strategy was to go for peaceful wide, leaning towards science because I had just completed a DV in my previous game. However with scientific juggernauts like India and Inca in my game I think angling towards diplo would have been better in hindsight. Currently in renaissance trying to conquer India, but Inca being on the other continent and a massive runaway will be hard to deal with.

UA: I like the flavour of all these bonuses. I underestimated the difference "Non-Specialist" food consumption makes to your playstyle, definitely encourages prioritising quality tiles and your unique improvements. I was able to get a good amount of Seals which was fun. The boost to culture was great for keeping up with the AI in policies, which is usually rough on Immortal.

UI: Not too much to say with this but a solid improvement. Makes city planning fun when you're trying to maximise adjacencies. I like how you can combine this with GPTI to add some production to them.

UU1 Unatattik: The most disappointing unique in my opinion. I was planning my strategy around using these guys as front-line units as a kind of tercio replacement to apply the movement malus to enemies then blast them with field cannons. While the field cannons worked great, these were just not bulky enough to get into melee range and survive. Maybe I was using them incorrectly. But I quickly replaced them with tercios as they were getting shredded by enemies. I'm not sure what changes you would make, I like their design overall. It seems like they either need to be able to move after attacking, or more bulk to survive hits so you can cycle them out for healing.

UB: Nice unique, I always love unique replacements for underused buildings. Not too much to say except I really like how this encourages you to seek out tundra/snow cities. This encourages a fun strategy where you use Qamutiik to find good spots to settle across the pole. Although in my case I made the mistake of settling a city too far away and having it be conquered without enough defense, oops.

UU2 Qamutiik: Really enjoyable unit to use. I could see you utilitising this for authority and going max barb hunting / conquering, but I mostly used them for exploration which was cool. There's something really satisfying about crossing ice early and discovering untouched lands that other civs don't have access to yet. The only slightly annoying thing is that using these as replacements for pathfinders, the reduced vision range was really noticeable after a while. Not necessarily something that needs changing though, maybe I was just neglecting the scout line a bit too much.

The music and aesthetic for this civ is top notch. I absolutely love the peace themes. Very minor thing is that one of the war tracks is a tad louder / more distracting than the others. But overall, the Inuit are fantastic and I've had a great time playing them.
 
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