This mod adds the Kushans as a selectable culture in the Classical Era. No other cultures are replaced, and the mod does not change anything outside of this specific culture.
The Kushans are also part of my Culture Super Pack.
The Kushans have their own Legacy Trait, Emblematic Quarter, and Emblematic Unit. Info below:
Affinity: Merchant
Legacy Trait: De-Hellenization: +5 Turns for your territories to convert to a foreign culture; +3 Money on your capital per territory in your sphere of influence
Emblematic District: Royal Mint: +5 Industry; +3 Money; +1 Money per Copper; +2 Money per Silver; +3 Money per Gold; +0.5 Money per adjacent Market Quarter per trade route in this territory; +2% Influence per trade route in this territory; -10 Stability; Unlocks at Trade Expeditions
Emblematic Unit: Nomad Cavalry: Does not replace any unit; Ranged cavalry unit with 22 Combat Strength, 6 Movement, and 2 Range; +1% Combat Strength per Luxury Resource; Unlocks at Standing Army
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 Culture Super Pack. This mod has not been tested with any mods made by other creators.
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Who are the Kushans?
Originating after the fall of the Greco-Bactrian Kingdom, the Kushans controlled a large empire centered in modern Afghanistan. From their position along the Silk Road and between India and the Middle East, the Kushans were able to control and tax trade between the East and the West, growing extremely rich. They minted large numbers of coins, many of which spread along trade routes to distant regions, and oversaw a period of de-hellenization, in which the Hellenic culture introduced during Alexander the Great's conquests was slowly replaced.
4 comments
Could you please release a version without the 'Trade Route Patrol' trait for the Nomad Cavalry? Playing in large maps makes it insanely overpowered, one of the other empires has 3 of these units with 63 combat strength in an army - we're still in the medieval era and these guys are almost as strong as an Australian All Terrain PMV T_T
I love the mod but it's too much..
1
Thanks for the feedback. I'll take a look at changing their ability to keep it from getting insane.
1
"+1 Money per adjacent Market Quarter per trade route in this territory" : my eyes jumped. Should be so strong! I love the +1 money/copper...... 3 money/gold.
1
It can be really strong, especially in the capital, since that's where all your imports come through. If you're buying a lot of resources from the AI, you'll get insane Money yields by putting the Royal Mint next to a Market Quarter or two.
If the yields are too extreme, I may nerf it a bit later on.
1
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