Humankind

Caralans for Humankind

Released (updated ago). Ranked 315 of 1,986 with 1,613 (0 today) downloads

Published by Uncle2fire (mod ID: 1482205)

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This mod adds the Caralans (also known as the Norte Chico) as a selectable culture in the Ancient Era. No other selectable cultures are replaced, though the Norte Chico Independent People are replaced with the Canaanites. Otherwise the mod does not change anything outside of this specific culture.

The Caralans are also part of my South America Culture Pack and my Culture Super Pack.

The Caralans have their own Legacy Trait, Emblematic Quarter, and Emblematic Unit. Info below:

Affinity: Agrarian
Legacy Trait: Bounty of the Sea: +2 Food on Coastal Water tiles; +1 Food on Lake tiles
Emblematic District: Net Weaver: +3 Industry; +5 Food per adjacent exploited Coastal Water tile; +1 Worker Slot; -10 Stability
Emblematic Unit: Envoys: Replaces Scouts; 12 Combat Strength (instead of 13 for Scouts); +1 Vision; Costs 2 Population to build (instead of 1 for Scouts); Unlocks immediately upon entering the Ancient Era; Tribes are converted to Envoys upon entering the Ancient Era

A note on how to use Envoys: because of their high population cost, it is usually not worth it to build Envoys. Instead, rely on the Envoys you receive as automatic upgrades from your Neolithic Era tribes to do your exploring, which they are very good at with their extra vision range. Because they have a lower combat strength than scouts, don't rely on them in wars or battles with independent people, because you'll probably lose them. The strength of the Envoys unit is actually their 2 population cost; when they upgrade from tribes at the start of the Ancient Era, your potential population will double. Use strategic disbanding on cities and outposts to quickly increase population.

If you encounter bugs, please let me know! You can find me on Reddit, Steam, and Discord under the name uncle2fire.

Check out my other culture additions:


This mod is compatible with my other added culture mods EXCEPT FOR the South America Pack and the Culture Super Pack. This mod has not been tested with any mods made by other creators.

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Credit and many thanks for the art for the Envoys goes to kul!

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Who are the Caralans?

The first known civilization in the Americas, the Caralans (also known as the Norte Chico) arose on the coast of Peru more than 5000 years ago. Some studies suggest that they relied on seafood much more than other early civilizations did, though they did also extensively cultivate crops like corn. Evidence has been found that they fashioned cultivated cotton into nets to use for fishing in the extremely rich oceans where they lived. Evidence also shows an almost total lack of weapons and defensive infrastructure, perhaps indicating that the civilization did not engage in warfare with neighbors.

Releases

FilenameSizeVersionAddedOptions
132892464129174798_1482205.zip334.25kb1.2

132820092810457892_1482205.zip329.26kb1.1.1

132816706180005684_1482205.zip23.84kb1.1.0

132811241354542940_1482205.zip258.62kb1.0.1

132807910741889076_1482205.zip259.93kb1.0.0

14 comments

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joel.west
joel.west @joelwest

subscribed at mod.io but this version of Caralans not listed as a mod (culture was added also as a DLC)

M
Monokiro1636409219 @monokiro1636409219

Stopped generating food from coasts nearby. Recent bug or mod conflict?

Uncle2fire
Uncle2fire @uncle2fire

I just tested it and it works as intended, so it could be a mod conflict. Can I ask which mods you were using with this one? Also, the bonus applies only for adjacent exploited coastal water tiles, so ocean tiles and tiles not exploited by a harbor won't provide an adjacency bonus to the net weaver, in case that was what you were seeing.

Enchanteur
Enchanteur @enchanteur

I like it, except the EU. I feel like we loose too much on this. Cost 2 pop, weaker than normal unit. Just to get a vision bonus. Vision bonus is ok, but not to the point to loose so much.
About other features, I really like what improve water and sea. And here, I get it !

Uncle2fire
Uncle2fire @uncle2fire

The evidence right now points to the Caralans not engaging in warfare at all, so I wanted to reflect that in their unit by making it relatively useless at war. When playtesting I was surprised by how much difference the +1 Vision makes when exploring the map, but the main benefit of the Envoys is their 2 Population cost. It makes them harder to build, but because all your tribes are automatically converted to Envoys when entering the Ancient Era, you're looking at an instant doubling of your potential population. With strategic disbanding, you can quickly get multiple cities up and running with high populations.

It's a trade-off for sure, but one of my main goals with this culture was to challenge the player to play in a different way than they usually do. The legacy trait and EQ strongly incentivize settling near the coast, which I almost never do with other cultures since the yields usually suck and the harbor can be placed freely. The EU was part of that to incentivize staying out of early wars in favor of quick exploration and settlement and quick population increase in cities.

Enchanteur
Enchanteur @enchanteur

Oh!!! So smart! I was light-years to think about that. Yes, now I see all the potential of this apparently weak unit, but turning to be a true spoiler.

CB
CusoBT @cusobt

You just keep going! These guys are from my country, so I'm happy to have them ingame! thanks!

Uncle2fire
Uncle2fire @uncle2fire

I hope you like playing as them! I was so surprised no Peruvian cultures were included in the base game. There are so many through all the different eras!

SmileyDA
SmileyDA @smileyda

Wow!This so well thought out and amazing. This factions LT and the way their ED interacts are so good, i also really love the idea behind their unit. The only small suggestion i would have is to maybe have the district be freely placable, but i would understand if you don't like the idea. Anyway thank you so much for this great mod!

Uncle2fire
Uncle2fire @uncle2fire

Thank you so much!

I considered making the EQ freely placeable, but I thought keeping it restricted would help force the player to settle nearer the coast, which currently isn't incentivized at all. I thought it would make for a slightly different playstyle as you weigh the tradeoffs between the normally better yields inland and the huge food boost you can get from the Caralan EQ if you settle on/close to the coast.

TI
tiga_otca @tiga-otca

You're right, I confirmed after I replied to you and it WAS NOT activated :) thanks will give a try now

Uncle2fire
Uncle2fire @uncle2fire

I'm glad you figured it out!

coolgrandma
coolgrandma @coolgrandma

This is so cool!

Uncle2fire
Uncle2fire @uncle2fire

Thank you! I love your username :)