Cree Tweak

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Author: ZEN OVERLOAD

Last revision: 10 Jul, 2021 at 21:41 UTC

File size: 17.13 KB

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Description:

It’s time for the fourth mod in my Civilizations Tweaked series and I’ve decided to focus my efforts on the Cree and their leader Poundmaker! As a whole I find this civ to have some neat ideas behind their uniques, but at the same time I feel like more could be done with them. So this time around I’ve made changes to all their uniques, which means this is the first time I’ve made changes to a unique unit and a unique improvement. I hope all enjoy the following changes!


Changes
  • Poundmaker’s leader ability has received a buff so that each alliance you forge with another player grants you +5 Science, +5 Culture, and +3 Diplomatic Favor. The intention with this buff is to encourage players to engage in a more peaceful play style when playing as Poundmaker so that way they can forge as many alliances as possible and reap the benefits. I also wanted to shout out and give thanks to Sukritact’s Narai (Siam) mod, as its code was the only reason I was able to pull this off.
  • Nîhithaw has received a substantial buff, so that now you start off with the Animal Husbandry tech right from the get go. This is mostly to combo off the next change, which is that camps provide +1 Production and Pastures provide +2 Gold (meaning that both camps and pastures provide +1 Production and +2 Gold). Camps and Pastures also receive an additional +1 Production after researching Gunpowder. My intention with these changes was to provide a bonus that synergized well with Poundmaker’s leader ability that provided additional yields to trade routes based on the number of pastures and camps.
  • The Okihtcitaw has been changed to make it more appealing to players to build. Their Combat Strength has been increased to 25 and I increased their sight range to 3. To compensate for these powerful changes, their production cost has been increased to 45 (meaning they take 1 turn longer to build than warriors and cost more gold to purchase).
  • The Mekewap has been changed to fit more in line with the Cree’s camp and pasture centered benefits. It is no longer restricted to being built next to a bonus or luxury resource, and in addition it can now also be built on all floodplain tiles and volcanic soil. Instead of receiving food from bonus resources and gold from luxury resources, the Mekewap now starts off receiving 1 Food from each adjacent camp or pasture. Once the player has researched Stirrups, the Mekewap also recieves 1 Gold from each adjacent camp or pasture. These bonuses are improved as you progress through the Civic and Tech tree like with the normal version.
  • Seeing as how most of their unique abilities rely or now rely on camps and pasture, I thought it made sense to give the Cree a Tier 1 Start Bias to camp and pasture resources.
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