Arknights Kjerag Pramanix
The following content is from Google Translate.
I’m sorry to find that the English text is not working in game, now it’s fix.
Added a new leader: Pramanix.
Need to be used together with my previous mod ‘Arknights Kjerag’
https://steamcommunity.com/sharedfiles/filedetails/?id=2960978975
Chinese, English
Kjerag civilization is in an obvious transition period in the game. On the one hand, the influence of Kjeragandr on people is deeply rooted in the hearts of the people, leading Kjerag out of the ancient period of ignorance. On the other hand, after Tara mainland entered the era of mobile cities, the closed policy under the control of the three ethnic councils was impacted by the increasingly open exchanges with the outside world. Based on geographical and historical factors, I designed Kjerag’s civilization ability to be more early. At the same time, I gave a certain addition to permafrost and snow landform, so that civilization can get better development in permafrost. (Although the magical connection mechanism of Civilization 6 does not guarantee that civilization was born in permafrost)
After the Holy Mountain Incident, Pramanix became the speaker of Kjerag. Meanwhile, a series of events made Pramanix realize that Kjerag needs to contact with the outside world, and the belief of Yelagand should also be spread. Therefore, Pramanix’s design is more inclined towards faith and missionary work. By preaching to other cities, Pramanix can gain a large amount of faith and cultural income, and the characteristic of double resonance greatly enhances the value of relics to Pramanix.
Civilization Ability: The Refuge of Kjeragandr
Frozen soil cell+1 food,+1 productivity, snow cell+1 food+2 faith, if it is a hill, an additional+1 faith.
At the beginning of the game, you will receive the special great person "Kjeragandr"
Units will not be damaged by blizzards, enemy units will receive double the damage caused by blizzards
Leadership ability: Saint of Karlan
When you use a religious unit to convert a city for the first time, earn +25Culture and +50 Faith percitizens living in that city (on Standard Speed).
Combat power of 15, mobility of 4, and gaining additional experience during exploration can lead to faster upgrades
Unable to fight, with 5 movement points, retired to obtain the Relic "The Stone of Kjeragandr"
Unable to fight, with 4 movement points, unlock after "Mysticism", get promotion after "Theology" and "Reformed Church".
Unit Ability:
Healing Ringtone:Units can heal +5 HP each turn.
Preaching Ringtone:Relics provide +2 Production, +2 Faith, +2 Culture.
Natural Deterrent:Enemies within two plots receive -5 Combat Strength and -1 Movement.
Lower construction cost. Missionary and Apostles created in this city gets +2 spread charge and +5 Combat Strength. Enemy units adjacent Guru -5 Combat Strength.
Own two relic slots. Themed when the slot is filled.
+4 Culture,+4 Faith,+8 Tourism
Unable to fight, with 4 movement points, unlock after "Mysticism", get promotion after "Theology" and "Reformed Church".
Unit Ability:
Healing Ringtone:Units can heal +5 HP each turn.
Preaching Ringtone:Relics provide +2 Production, +2 Faith, +2 Culture.
Natural Deterrent:Enemies within two plots receive -5 Combat Strength and -1 Movement.
After completed, all buildings in the district (including the city center) can purchase with faith. Apostles can produce a relic after they have no Spreads left.
All materials are sourced from the game Arknights, PRTS website, and Arknights Wiki
Thank you to someone in mod group for their patient guidance
Any good suggestions can also be pointed out in the comments section
If you encounter any bugs during the game, please give me feedback and I will fix them as soon as possible
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Rise and Fall
Sid Meier's Civilizationu00ae VI: Gathering Storm
Revisions:
Old revisions of this mod are available below. Click the link to download.