Humankind

Sahaptin for Humankind

Released (updated ago). Ranked 290 of 1,986 with 1,782 (0 today) downloads

Published by Uncle2fire (mod ID: 1484811)

culture_info_2.jpg
culture_selection_screen.jpg
culture_info.jpg
emblematic_district_new.jpg
emblematic_unit_new.1.jpg

This mod adds the Sahaptin 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 Sahaptin are also part of my Culture Super Pack.

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

Affinity: Merchant
Legacy Trait: Rush of the Falls: +1 Money on exploited River tiles; +1 Faith on exploited River tiles
Emblematic District: Cataract Fishery: +5 Food; +3 Money per adjacent exploited River tile; +2 Food per adjacent exploited River tile; +1 Trader Slot; -10 Stability; Must be built on a River tile but does not need to be adjacent to another district
Emblematic Unit: Canoe Warriors: Replaces Warriors; 20 Combat Strength (instead of 19 for Warriors); Unlocks at City Defense (like Warriors); Ignores movement penalties from rivers

Culture Trait (not passed on after advancing to another culture): At Home at the River's Edge: +3 Combat Strength on River tiles (this eliminates the combat strength penalty from rivers on all Sahaptin 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:


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.

__________________________

Credit and many thanks for the art for the Canoe Warriors goes to kul!

__________________________

Who are the Sahaptin?

An ethno-linguistic group from the Columbia Plateau of the Pacific Northwest of the United States, the Sahaptin were at the center of a wide-ranging trade network, centered at Wyam, or Celilo Falls, on the Columbia River. They harvested vast numbers of salmon as they ascended the narrow cataract to spawn, drying them and trading them for goods from across the region: from the Pacific Ocean to the Rocky Mountains. Their villages, centered along the Columbia and Snake Rivers and their many tributaries, included Wyam and Wishram, which were permanently inhabited for at least 10,000 years until they were submerged after the construction of The Dalles Dam in 1957.

Releases

FilenameSizeVersionAddedOptions
133067172358868970_1484811.zip325.38kb1.9

132892515916633500_1484811.zip322.09kb1.3

132852231547475045_1484811.zip324.06kb1.2.0

132820073970443847_1484811.zip323.58kb1.1.3

132819196092247274_1484811.zip87.35kb1.1.2

132819182935022989_1484811.zip87.22kb1.1.1

132816706896843518_1484811.zip25.8kb1.1.0

132808599632641860_1484811.zip252.48kb1.0.1

132808580561635304_1484811.zip252.47kb-

6 comments

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

Sunnydan
Sunnydan @sunnydan

Is the Cataract Fishery EQ intended to exploit resources? When you hover over it before building it, it says that it exploits all adjacent resources, but when you put it down, it doesn't exploit any tiles. Is this a visual information error, or a mechanical error?

Uncle2fire
Uncle2fire @uncle2fire

It exploits all yields on its own tile, not on adjacent tiles.

Enchanteur
Enchanteur @enchanteur

I read what do the culture, and I like it. Free build, rivers for money. Moderate EU but with move on rivers. It look great. Now, you need to find a way to put your own picture instead to re-use another culture pic. I suppose it's not so obvious to do and you struggle to find how.
As you make many new cultures, maybe you will make a mod pack at one point ?

Uncle2fire
Uncle2fire @uncle2fire

Like Octavion said, it currently isn't possible to import assets, so using the art from other cultures is the only option I have (or just leave them blank, but that's obviously worse than reusing). I just try to use the art most fitting for the culture/unit/district, though definitely that always comes up a bit short. I'm hoping to be able to import assets eventually to make these cultures stand out even more.

I have a few more cultures on the way right now, and once they're settled, I'll starting playtesting with multiple active at once and see how it goes. Or I can create a new mod with all of them included. I think it would be great to eventually be able to do that, but it could be a ways out.

OctavionHK
OctavionHK @octavionhk

It's not that it's not so obvious, it's that it's not currently possible to add any visual assets into the game. The developers haven't yet opened access to that in the modding tools.

Enchanteur
Enchanteur @enchanteur

Yeah, there is many limitations for now.