Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Arknights: Rules of Kazimierz
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254.322 MB
1 Jan @ 1:30am
22 Jan @ 1:25am
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Arknights: Rules of Kazimierz

Description
↑If you like this mod, please throw a 'like' which is important to me
Need DLC:
Gathering Storm, Rise and Fall

This mod add a new civilization, the Kazimierz Empire, to the game, along with 5 leaders: Młynar Nearl, Maria Nearl, Margaret Nearl, Sona, Justyna Valentine
The images and music materials are taken from Wiki-PRTS, Wiki | Fandom
This mod may performs poorly when used as an AI

It's recommended to use https://steamoss.com/sharedfiles/filedetails/?id=893502507.

Civilization: Kazimierz Empire
Ability: Nation of Neon and Knights Can spend Gold to unlock policies, or discard policies to grant Gold. All Military policy slots are converted to Wildcard slots. Land combat units can convert to stronger cavalry units by spending Gold. Each type of cavalry unit gives +10% gold from discarding policies. Each time you receive a new type cavalry, it will adjust your Trade Route's gold equal to 10% of its Combat Strength.
Unique Unit: Silverlance Pegasi
Kazimierz's Medieval Unique Units. Each of the player's Cavalry class units gives it +2 Strength (limit 40). Upon killing an enemy by it, units in 2 adjacent plots gain 15 EXP and restore movement.
Unique District: Wuthering Arena
Kazimierz's unique district replaces Entertainment Complex with lower cost. +1 Trade Route Capacity. For every 1 city's Amenity, +1 Strength for trained units (limit 10), and +2% Culture for this city(limit 40%). Each type of cavalry gives it +1 Amenity. When this district and buildings in it are constructed, receive a melee combat unit.
Unique Building: Chamber of Commerce
Kazimierz's unique bank with lower cost. Allows the city to purchase production with gold. Each such building gives gives -5% to the cost of buying policies and upgrading cavalry, also return Science (equal to 3% of spent) and Culture (equal to 1% of spent) when spending gold. (Limit 10) For every 3 of these buildings built, +1 wildcard slot.

Leader: Młynar Nearl
Ability: Unbrilliant Glory Begin with 300 Gold. Grant non food and faith yields from each idle policy per turn. When in peace, units receive+1 Strength per turn (up to 20, -2 for every enemy killed during war, reset to 0 when in peace again). Yields of idle policy are tripled during war.
Leader: Maria Nearl
Ability: Echo of Craftsman's Guild Begin with revealing all strategic resources, these resources receive +1 Production and 3 Gold. Units in need of strategic resources can use corresponding resources to heal. Improved strategic resources +1 corresponding yield for city's districts, and accumulate 1 more resources per turn. Unlocking corresponding preTech allows you to explore strategic resources (limited to 4 times per city).
Leader: Margaret Nearl
Ability: Night-scouring Gleam Cavalry units that kill enemys gain Faith and Gold as multiples of their combat strength, and ignoring movement penalties for 2 turns. Cavalries and land civilian units can be deployed directly next to your units. Cavalries with full health can retreat in the city-state, gaining different envoys and gold depending on their combat strength.
Leader: Sona
Ability: Pinus Sylvestris Receive 1 ploicy slot for each of the first 4 Wuthering Arena. Receive +1 Influence and Diplomacy favor for cavalry units, Wuthering Arena and inside buildings. Units have a probability of dodging enemy attacks (can't dodge seckilling) and +15% Strength for 1 turn after dodging. After entering a new era, allows you to unlock a purchasable policy without cost.
Leader: Justyna Valentine
Ability: Homecoming Units in Neutral or Foreign Territory heal 15 per turn, and units with full health receive +4 Strength and 1 Movement. Builders can build Encampment directly in cities which has Wuthering Arena(doesn't require citizens) with +4 Gold bonus to them. After entering a new era, allows you to unlock a purchasable policy without cost.

If you find some problems or bugs, please leave a message in the comments section.
15 Comments
Ascension  [author] 10 Jan @ 9:51am 
@赵苏卢 非常感谢您反馈的问题,该能力以文字描述为准,现已修复该bug
赵苏卢 10 Jan @ 8:29am 
请问大佬“霓虹与骑士之国”的“每种骑兵单位使弃用政策卡收益+10%。”这个功能是否存在bug或描述问题,实际体验效果为每个骑兵单位使弃用政策卡收益+10%
ChrisQ 7 Jan @ 11:08pm 
感谢,heart
Ascension  [author] 7 Jan @ 4:01am 
@ChrisQ 感谢您的问题反馈,音频问题现已修复
@烤大鸡腿 加力是每个单位独立计算,可以将单位拉到其他文明的单位上查看战斗预览,预览中会标明加力数值,每个单位上限20
ChrisQ 7 Jan @ 3:26am 
开了一把,首都建成之后会响BGM,而且关不掉,把背景音乐拉到0还是有音乐
烤大鸡腿 4 Jan @ 6:29pm 
大大,请问未照耀的荣光的加成数值是多少?我看游戏中显示的不是很明显。
刚开一把,玩的牙牙,出娱乐中心之前有点小别扭,比较吃地,出娱乐中心之后钱滚钱就好起来了:steamhappy:。我偏向种田,直到出马镫才把送的兵集中升级成银枪天马然后一波推:War:
白白 3 Jan @ 5:30am 
和雷电影模组冲突,把那个关了就行
SenC 2 Jan @ 10:24pm 
谢谢解答!
Ascension  [author] 2 Jan @ 10:21pm 
@SenC 需求战略资源的单位需要库存内有对应战略资源才能进行回血,这一前提同样适用于马穆鲁克骑兵的行动后恢复。另外,十分感谢您的反馈,该归乡的BUG现已修复。