Arknight Kjerag Gnosis
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: Gnosis.
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, Gnosis became the Speaker of Kjerag’s new parliament. As a research maniac, Gnosis’s ability is more inclined to scientific and technological victory. The unique campus can form adjacent to industrial zone. The unique improvement has greatly improved the value of the campus , industrial zone and even the Preservea. At the same time, how to plan the location between campus , industrial zone , and improvements is a great challenge for players. Therefore, it is necessary to plan the land plot reasonably to achieve maximum overall output.
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: Speaker of the Karlan Parliament
Eurekas provide 20% more of technologies. With the improvement of technology, Kjerag Research Institute will unlock a series of scientific research projects.
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.
Replaces the Campus district and cheaper to build. When completed, receive a random Eureka from ancient to medieval era. Gains extra adjacency bonus from each adjacent Tundra Mountain tile or Snow Mountain tile. Gains major adjacency bonus when adjacent to Industrial Zone Districts, and provide major adjacency bonus for adjacent Industrial Zone Districts.
+1 Science, +1 Production and +1 appeal to adjacent tiles if located on Tundra.
When adjacent to Campus or Industrial Zone, each building inside provide additional technology or production bonuses for Scientific Research Station.
When adjacent to Preserve, each building inside provides food and cultural bonuses for Scientific Research Station.
Cannot be built adjacent to another Scientific Research Station. This tile cannot be worked.
+4 Culture,+4 Faith,+8 Tourism
Introduction of cold resistant crop seeds:
After the project is completed, it is allowed to build farms in Tundra, Tundra Hills, Snow and Snow Hills terrain.
Introduction of Victoria Industrial Production Line:
After the project is completed, the Industrial Zone can be unlocked in advance.
Anti-illiteracy education:
After the project is completed, each population in the city will be provided with an additional 0.3 Science.
Twelve years of compulsory education:
After the project is completed, each population in the city will be provided with an additional 0.3 Science.
Expanding the recruitment of scientific research personnel:
After the project is completed, each population in the city will be provided with an additional 0.4 Science.
Reconstruction of administrative institutions:
After the project is completed, all cities will +100% Production for the project.
Dispatching Foreign Students:
After the project is completed, all cities will +20% Science.
Promoting ditrict integration
After the project is completed, Research Institutes District’s Science adjacency bonus provides Production as well, and Industrial Zone District’s Production adjacency bonus provides Science as well
Railway construction plan:
After the completion of the project, the city was awarded the railway and three military engineers were awarded, which have the ability "Railroad Expert"(Military engineers will automatically build roads where they pass by, and if coal and iron resources enough, they will automatically build railroad).
All materials are sourced from the game Arknights and PRTS website
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