Humankind

Hallstatt for Humankind

Released (updated ago). Ranked 188 of 1,986 with 807 (0 today) downloads

Published by Uncle2fire (mod ID: 1564454)

selection_screen_close-up.1.jpg
culture_info.jpg
emblematic_district.jpg
legacy_trait.jpg
emblematic_unit.1.jpg

This mod adds the Hallstatt as a selectable culture in the Ancient Era. No other cultures are replaced, and the mod does not change anything outside of this specific culture.

The Hallstatt are also part of my Swiss Culture Pack and my Culture Super Pack.

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

Affinity: Builder
Legacy Trait: Funerary Rites: +5 Industry on Holy Sites; +25% Industry on Holy Sites per Copper; +1% Faith on Holy Sites per Luxury Resource
Emblematic District: Metalsmithy: Replaces the Copper Mine; +5 Industry per Copper; +5 Faith per Silver; +5 Money per Gold; +1 Worker Slot; Counts as Makers Quarter; Must be built on a Copper deposit; Unlocks at Bronze-working (like the Copper Mine)
Emblematic Unit: Seers: Does not replace any unit; Melee unit with 13 Combat Strength; +3 Combat Strength to allied units when fighting stronger units

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:


Art for the Seers shamelessly stolen from the Netflix show Barbarians.

_________________________

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

_________________________

Who are the Hallstatt?

One of the earliest Central European cultures to trade extensively with Mediterranean civilizations, the Hallstatt culture flourished throughout the Alps and today's southern Germany and Czechia. They are notable for their large numbers of bronze figures, tombs with many artifacts, and salt mines. Their tombs indicate they likely had extensive and complex funerary rites, especially for their leaders.

Releases

FilenameSizeVersionAddedOptions
132892564813131574_1564454.zip393.23kb1.1

132832075409184215_1564454.zip345.68kb1.0.2

132826463294915731_1564454.zip293.13kb1.0.1

9 comments

Join the community or sign in with your gaming account to join the conversation:

joel.west
joel.west @joelwest

can pick this faction but legacy trait & ED copper mine do not work

TC
TheCivEngineer @thecivengineer

Could you clarify this '+5 Industry on Holy Sites; +25% Industry on Holy Sites per Copper' - are these production bonuses only on building a Holy Site? I think that's the case for the latter but not sure about the first one?

Uncle2fire
Uncle2fire @uncle2fire

All Holy Sites will also produce 5 industry as a base, and then an additional 25% per copy of Copper you have. For an example of how this looks in-game, you can look at the screenshot of the Holy Site above, which shows it producing 14 industry when I have 7 copies of Copper.

Neither bonus affects the construction of Holy Sites.

TC
TheCivEngineer @thecivengineer

Neat, thanks for the clarification! :-)

SmileyDA
SmileyDA @smileyda

Pretty sweet, couple of questions, how does the ED works exactly. Does it replace all current mines? Do you have to burn down the old ones and build new ones? Does it have the cost of a normal ED or that of a mine?

Uncle2fire
Uncle2fire @uncle2fire

It unlocks at the same technology as the copper mine, and the Hallstatt are not able to build normal copper mines, so you will normally not run into the problem of pre-existing mines. To improve copper deposits, the Hallstatt just build their ED instead of a default copper mine.

If you manage to capture an already-built copper mine from the AI, it will function normally, and I believe you can build a Metalsmithy over an existing copper mine (I haven't tested this, though). When you advance to a Classical Era culture, you will be able to build normal copper mines again.

The ED has the same industry cost as other Ancient Era EDs, so much more than a normal copper mine.

SmileyDA
SmileyDA @smileyda

Okay, really cool. Great mod again and thanks for explaining all that!

A
Arphenix @frezoulsmaxance

Woah the work here is amazing such factors you can choose to use and ect , so yeah maybe fixing America getting combat strength for adjacent units based on how much oil you have access ... ?Otherwise very clean recommand this mod .

Uncle2fire
Uncle2fire @uncle2fire

Thank you :)