[Arknights]: La Pluma and GrayThroat

If you liked this item, please rate it up on Steam Workshop page.

Author: 糸七

Last revision: 23 Jul, 2025 at 01:59 UTC

File size: 123.6 MB

On Steam Workshop

Description:


I’ve made yet another Arknights mod for Civilization VI. If you like it, please give it a thumbs up, I beg you nya~

If you find any bugs or have improvement suggestions, feel free to leave comments nya~


Civilization: Plume

Leader: Rafaela Silva

Civ Ability: Warming Up

Gain +1 Movement and +3 Combat Strength per enemy killed (max 12 stacks). Cities gain +10% Production after completing production projects (max 12 stacks).

Leader Ability: Resilient Feather

Unique Governor "Lappland". Cities at full Loyalty gain +3 Amenities, +3 Science, and +3 Culture. Cities not at full Loyalty gain +10 Loyalty per turn. Enemy cities near your territory spawn Rebels when war is declared.

Unique Building: Weapon Shop

Replaces Armory. +6 Production, +50% Production toward military units, -50% Strategic Resource cost for units. +3 Horses/Iron/Niter per turn. After Industrialization, +2 Coal/Aluminum/Oil per turn, +20 Strategic Resource stockpile, and +1 Great General point per turn.

Unique Unit: Bolívar Rebel

Replaces Swordsman. Can convert adjacent Barbarians/Rebels to your side, or turn enemies into Rebels. Upgrades to Infantry. Gains +5 Combat Strength after first Barracks/Barracks building. In Apocalypse Mode, automatically sieges adjacent enemy cities.

Unique Governor: Lappland

Base: Cities accumulate Production when not building units, which is instantly applied to unit production. Left-1: Trained units start with 3 stacks of Civ ability. Right-1: Accumulated Production also grants equal Science/Culture. Mid-2: +40% Production in domestic cities within 9 tiles; -30% in foreign cities. Left-3: Permanently +12 Gold per turn in this city. Right-3: Permanently +4 Production per turn in this city.


Civilization: GreyThroat

Leader: GreyThroat

Civ Ability: Tailwind

Units gain +1 Movement and ranged units +1 Range when starting on non-hill tiles. Woods/Rainforest tiles grant +1 Science/Culture to adjacent tiles. Cities instantly gain 50% Production progress if current project isn’t cheaper than last completed one (refreshes after completion).

Leader Ability: Different Paths

Units can consume Strategic Resources to permanently boost Movement/Combat Strength. Ranged units can spend Gold to restore Movement/attacks. Non-founded cities gain +10 Loyalty, +10 Gold, and +5 Production per turn.

Unique Unit: Task Force

Combat Strength equals your highest-trained melee unit (price increases per training). Killing enemies grants Great Scientist/General/Engineer points equal to enemy’s Strength. Grants stacking Combat Strength bonus to units within 6 tiles (equal to tile distance).

Unique Improvement: Roost

Unlocked at Archery. Must be built on Woods/Rainforest. +1 Food/+1 Housing. Adjacent tiles gain +1 Production. +2 Gold if next to river. Each adjacent Wood grants +2 Production; Rainforest grants +1 Food/+1 Culture. After Machinery, +1 Science per adjacent Mountain, +1 Faith per Wood. After Natural History, +2 Culture and equal Tourism.


Assets and references from Arknights Wiki
Special Thanks: Modding group 711403691 for guidance, and tutorials by H-sama & Maple-sama @安庆Anqing for leader diplomacy/encyclopedia text Bug Reports/Suggestions: [email protected] Update Plan: More Operator mods coming!