Re:Zero – Starting Life in Another World – The King Selection Arc Leaders
<h1>If you like this mod, please leave lots of comments!</h1>
<h3>Preface</h3>
I really like Re:Zero, but for some reason, I stopped reading the novel at volume 23. I heard from others that the Widow, Priscilla Barielle, is dead, and Al has turned against the others. In that case, three out of the five candidates for the king selection have been "taken out" by the old trickster of the Long Moon! Could it be Filut next?! Oh my god……. So, I came up with the idea of launching a mod based on the Kingdom of Lucanic, with the five candidates for the king selection as leaders!
This mod adds a new civilization (Lucanic) and three new leaders (Anastasia Hoshin, Felut, and Kurt Carstein).
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<h3>Civilization: Lucanic</h3>
Civilization Ability: The Nation that Has Made a Covenant with the Dragon God
At the start of the game, unlock the "Astrology" technology. Districts gain an additional adjacent bonus and an extra faith point bonus (except for Holy Sites). The city center gains +3 faith points when adjacent to farms and mines, and this bonus is doubled and additionally grants +2 culture points when adjacent to districts. Cities with monuments gain +15% production when building districts. Each city gains production and culture points equivalent to 25% of the faith points gained each turn.
Unique Unit: Lucanic Royal Guard
A unique medieval unit of Lucanic, replacing the knight. It is more powerful than the knight.
Unique Building: Lucanic Royal Capital
A unique building of Lucanic. +4 culture points, faith points, and influence, and provides +1 amenities and higher defense for the city. This building has 3 great work slots. After unlocking the Political Philosophy civic, faith points can be used to purchase light and heavy cavalry units. If a trade route passes through this building, it will gain double gold from the destination district. Only one can be built.
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<h3>Leader: Anastasia Hoshin</h3>
Leader Ability: "The Wasteland Hoshin"
At the start of the game, activate "Currency" and "Astronomy" Eureka. The Hoshin Trade and ports gain culture points equivalent to adjacent bonuses. Each specialized district, farm, and mine in the destination city provides +2 production, +2 food, and +3 gold for trade routes. Trade routes gain +1 science and culture points for each trading post they pass through. Each specialized district, each encounter with a civilization, and unlocking the "Currency" and "Banking" technologies will each grant +1 trade capacity (with an additional +1 if the city builds its first specialized district). Merchants can be purchased with faith.
Unique District: Hoshin Trade
Anastasia Hoshin’s unique district as leader of Lucanic, replacing the Commercial Hub, with lower construction costs. Building this district does not require a population limit.
<h3>Leader: Felut</h3>
Leader Ability: A Pearl Lost in the Sand
Cities that are conquered have a very low chance of rebellion. Cities with a governor gain +2 amenities. All cities can undertake the unique projects "Felut Escape Plan!" and "Felut Escape Plan! (True)." After unlocking the Political Philosophy civic, gain the unique unit "Reinhard van Astrea."
Unique Unit: Reinhard van Astrea
Felut’s first knight! A unique unit when acting as a leader, cannot be trained, only one can be possessed at a time, can only be purchased with faith points, and can take immediate action after purchase with a lifespan of 30 turns. It has very high attack power and mobility and can perform ranged attacks. When fighting units with higher combat strength than itself, its combat strength is doubled. After killing a unit, it gains culture and faith points equivalent to 75% of the defeated unit’s attack power. When Reinhard van Astrea’s health reaches zero, he is immediately teleported to the capital. When Reinhard van Astrea is on the field, he and heavy cavalry units deal full damage to city walls. Cannot capture cities.
<h3>Leader: Kurt Carstein</h3>
Leader Ability: The War Maiden of the Carstein Duchy
Higher diplomatic visibility. All military units gain +1 faith point output and acquire the additional ability "Aid from the First Knight Phyllis." Recruited units gain gold. Each alliance grants +2 combat strength to all units. Each time a military unit is obtained, an additional 10 culture points are gained (including but not limited to production, purchase, and recruitment of city-state units, and the additional culture points will increase with the changing eras). Gain an additional wildcard slot.
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<h1>Special Thanks</h1>
Thank you to the seniors in the Civilization VI Mod Making Discussion Group for their guidance and help.
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What? You say it’s all about numbers? Come on, do you have to play a mod while being bullied by those dumb AIs at the same time? Hahaha, just kidding. But if you have any thoughts on balance, please leave your valuable suggestions in the comments!
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Aztec Civilization Pack
Sid Meier's Civilizationu00ae VI: Vikings Scenario Pack
Sid Meier's Civilizationu00ae VI: Poland Civilization & Scenario Pack
Sid Meier's Civilizationu00ae VI: Australia Civilization & Scenario Pack
Sid Meier's Civilizationu00ae VI: Persia and Macedon Civilization & Scenario Pack
Sid Meier's Civilizationu00ae VI: Khmer and Indonesia Civilization & Scenario Pack
Sid Meier's Civilizationu00ae VI: Rise and Fall
Sid Meier's Civilizationu00ae VI: Babylon Pack
Sid Meieru2019s Civilizationu00ae VI: Leader Pass