Sid Meier's Civilization VI

Sid Meier's Civilization VI

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MC's Minoa
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306.951 MB
22 Feb, 2024 @ 2:26pm
5 Mar, 2024 @ 4:34am
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MC's Minoa

In 1 collection by MC
MC's Content (Animated Leaders & a World Wonder)
5 items
Description
Updated: 05/03/2024

All of my content can be found by clicking here.

DLC Requirements: This mod requires both Rise & Fall and Gathering Storm DLC to use.

Introduces the Mediterranean Minoa to Civilization VI.



This custom civilization is led by King Minos, who is fully animated in the diplomacy screens. He is released as part of the Modder Pass III: Call of the Ocean.

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Leader Unique Ability
Judge of the Shades
Whenever any unit is killed in combat within 6 tiles of one of your cities, a Suzerained City-State or a City following your Religion, there is a high chance to receive a boost of Faith. Equally, there is a low chance to lose a small amount of Faith.

Civilization Unique Ability
Poseidon's Trident
Districts, Improvements and Units are immune to damage from floods. Floods that occur within your borders provide a boost of Faith to your civilization.

Campuses, Commercial Hubs, Holy Sites and Theater Squares receive a minor adjacency bonus from coastal water tiles, as well as providing +1 Great Person Point when built adjacent to the coast.

Establishing a new Trade Route has a chance to provide a number of Great Person Points of a random type.


Civilization Unique District
Palatial Centre
Unique District of the Minoan civilization. Unlocked at Masonry.

Awards +1 Governor Title.

+1 Great Scientist, Great Prophet, Great Musician and Great Artist point per turn.

Construct Campus, Holy Site and Theater Square buildings for 50% of the normal Production cost in a city with a Palatial Centre.

Adjacent tiles receive -1 Appeal.


Civilization Unique Unit
Triaconter
Unique Ancient Era naval melee unit of the Minoan civilization. Replaces the Galley. Unlocked at Sailing.

Gains additional Movement when starting its turn within 2 tiles of a Trader unit. Ignores enemy zone of control.

Gains additional Combat Strength within friendly territory, or when within 3 tiles of a Trader unit.


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Mod Compatibility

This should be compatible with most other popular mods, including UI mods, as well as any mods that add new units or features in bulk to the game. Please report specific incompatibilities you might notice in the comments section, citing the mod with which you believe this to be incompatible.

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Credits
Special thanks to Zegangani, Mico27 & Zolaar for support with gameplay code. As always, credit to the modding community on CivFanatics and in the Discord-based Civ VI Modding Helpline for their support and feedback.

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Feedback
Please don't be shy. I welcome feedback, of all kinds.

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Popular Discussions View All (1)
0
31 Jul @ 1:58pm
Alternative mod download?
EternalHunter
36 Comments
garlicbreadinc82 21 Nov @ 2:57pm 
Genuinely so well made, first time I've seen a modded leader with full animations.
Pumpkin7412 22 Apr @ 7:40pm 
Prepare thyself. Great mod btw
MudKipster 21 Mar @ 6:15pm 
For some reason this isn't marked as affecting save games despite the other 3 being marked as such.
However, very interestingly, loading a game with this guy in it after disabling the mod actually just completely removes him from the save. Like without any surface level issues. The game didn't crash or anything, his cities were just gone and things were fine. I just think that's really neat
MC  [author] 4 Mar @ 4:06am 
That phenomenon won't be getting caused by this mod, specifically, but is a symptom of you hitting the overall 'asset rendering limit' that is baked into the game's capabilities.

The solution is, fundamentally, to have less mods enabled - overall - that introduce new assets. Naturally, this is one mod that does introduce new assets - as do many others. It's a symptom of the collective, rather than any individual mod.
PhoneTheUknown 22 Feb @ 8:53pm 
Also, whenever I play as the Minoan Empire, other leader models have parts missing from themselves and I'm not sure what it might be because even when its the current mod running, there's still nothing that I can try that will fix the leader models.
PhoneTheUknown 22 Feb @ 6:34pm 
Its the guy from the Ultrakill!
treozukek 25 Oct, 2024 @ 5:12pm 
Alr thank you! Having a small chance of pulling points for inaccessible great people fits the theme of Judge of the Shades well, good to know it's intentional
MC  [author] 22 Oct, 2024 @ 5:33am 
So, the granting of GPP types is randomised and yes - it can result in you being granted a GPP type you cannot use. There's an element of randomness to it and it will not always yield something useful. This was necessary to ensure modded GPP types could be within scope and, unfortunately, the associated risk is that a GPP type that is unique to another civilization is also within scope.

With respect to the adjacency, you are absolutely correct - it is a Standard adjacency and that is a mistake in the localisation/mod's description, which I will correct. The intention is a standard adjacency.
treozukek 21 Oct, 2024 @ 7:16pm 
Playing more I also got Bolivar's Commandante Generals, is that intentional? Are these points doing anything lol
treozukek 21 Oct, 2024 @ 12:36pm 
The coastal adjacency appears to be standard (+1) instead of minor (+1 for every two).

Also, when using Sukritact's Iceland, I was getting GPP for their Lawspeaker from trade routes.

Minoa is a fantastic design thank you =)