Sid Meier's Civilization VI

Sid Meier's Civilization VI

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FlameAndFrost's Republic of Venice
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Jun 16, 2021 @ 5:13pm
Jun 23, 2021 @ 6:51pm
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FlameAndFrost's Republic of Venice

Description
Have you ever wanted to play the tallest city you could make tall? Conquer the world through whatever means, at the limitation of not being able to produce settlers, and not being severely punished by it? If so, this civilization is for you.

The Republic of Venice introduces an unique gameplay style to Civilization VI. Check out the FAQ below for more information.

This mod adds the Republic of Venice as a Civilization, with Francesco Foscari as its leader. An unique civilization that brings back some of the old Civilization V's Venice vibes, with a fresh twist, with custom 2D Leader art and icons.

This mod also reflavours Antioch/Byzantium/Venice city-state to Florence, another historical merchant republic, with its own custom icon.
Republic of Venice - Venice

UA -- Dogado:
Cannot produce or purchase Settlers. International Trade Routes sent from cities with Boroughs generate +1 Gold and +1 Food more for each Borough present. Gains +2 Trade Route capacity with Foreign Trade, and an additional +1 for each of the following: Guilds, Mercantilism, and Capitalism.

UA/UU -- Burgess Caravan: Venetian unique civilian unit. Reduces city's Population by 1 when completed. Requires at least 2 Population. Initially cheaper to produce than a Settler, but cannot be used to settle cities. May create and repair Boroughs. Has one build charge. If captured, becomes a Settler.

UA/UI -- Borough
Unlock the Burgess Caravan ability to construct a Borough, unique to Venice.

+1 Food, +2 Housing, and trigger a Culture Bomb when built, claiming surrounding unowned tiles.
+1 Culture +1 Science for every adjacent Borough. Gains various yields from each adjacent improvements, wonders, natural wonders and districts, including city-state's unique improvements, but except for the Vampire Castle, Encampment, Aerodrome and Spaceport.

Civics and technologies that improve tile yields also improve Borough's adjacency yields. Provides +1 adjacency bonus to specialty districts for each adjacent Borough. Provides Tourism after researching Flight. Can be built on woods and rainforests after researching the Construction technology. Can only be pillaged but never removed by disasters.

UU -- Stratioti : Venetian unique Medieval Era unit that replaces the Courser. Stronger, requires no strategic resources to make, and costs less than the Courser, but has a higher maintenance cost. Unlocked by discovering Feudalism.

UU -- Galleon: Venetian unique Renaisance Era unit that replaces the Caravel. Melee class naval unit with a ranged attack, Range 2. Unlocked by researching Mass Production.
Francesco Foscari - Venetian leader

UA -- Expansion to Terraferma
:
Forming alliances grant both Francesco and the ally +2 Amenities to all their cities. Conquering a city grants a free Burgess Caravan.

Agenda -- La Serenissima Tries to build the most districts and improvements possible. Likes people who build a lot of districts and improvements, and dislikes civilizations that have cities close to his borders, and will try to conquer them.
Details on the Borough functionality, this is also in the Leader screen: Boroughs detects and updates bonus yield changes from improvements from all tiles it is adjacent to, including those that can't be worked by civilians. Gains the bonus yield changes from adjacent improvements, and half of these from adjacent Industries and Corporations, rounded up. Also gains the base bonus yield changes from adjacent city-state unique improvements. Gains +2 to the corresponding yield for each adjacent specialty district, except for the Encampment, Aerodrome and Spaceport. Gains +2 Food for every adjacent City Center. Gains +2 Culture for every adjacent Government Plaza and Diplomatic Quarter. Gains +1 Food +1 Science for every adjacent Preserve. Gains +1 Culture +1 Gold for every adjacent Neighborhood, Entertainment Complex and Water Park, and Ski Resort. Gains +1 Food for every adjacent Aqueduct. Gains +1 Production for every adjacent Dam. Gains +1 Culture +1 Gold for very adjacent Wonder. Gains +1 Science +1 Faith for every adjacent Natural Wonder. Gains +1 Production +1 Gold for every adjacent Mountain Tunnel. Gains +1 Faith for every adjacent Nazca Line. This bonus is additive to Nazca Line's effect. Boroughs gain no yields from Vampire Castle, Encampment, Aerodrome and Spaceport. Forts, Traps and Barricades cannot be worked and have no yield changes, therefore have no interaction with Boroughs.

This mod has support for SeelingCat's Sui Generis. If enabled, Venice is part of the Central European group.
This mod has support for TSL for the following YNAEMP maps: GiantEarth, LargestEarthCustom, PlayEuropeAgain, LargeEurope, GreatestEarthMap, FiraxisTSL and FiraxisTSL_Europe.
Disclaimer: This mod uses resources from many sources, and is known to require all of the following DLCs to function: Rise and Fall and Gathering Storm, Maya & Gran Colombia Pack, Babylon Pack, Ethiopia Pack, Vietnam and Kublai Khan Pack, Vikings Scenario Pack, Nubia Civilization & Scenario Pack, and Portugal Pack. Warning: Other requirements might have gone under the radar. Feedback is appreciated. This mod is compatible with all DLC included in the New Frontier Pass. This mod is also compatible with all alternate game modes up and including to Zombie Defense. It is known that in Emperor difficulty or higher, an AI playing this mod's Venice has access to up to 3 Settlers in the starting turn, as this is a set parameter that cannot be changed without affecting all other civilizations. A script is set up to fix this behaviour. If it does not work as intended, leave a comment below. Special thanks for @SailorCat and @LeeS for creating this script.
Popular Discussions View All (2)
0
2
Oct 1, 2022 @ 10:51pm
Closure: An addendum, and the future of this mod.
FlameAndFrost
0
Jun 17, 2021 @ 7:37am
Frequently Asked Questions
FlameAndFrost
52 Comments
Soothsayer98 Jan 18 @ 10:46pm 
I know it's highly unlikely given the closure post... but if at some point in the future you ever revisit this mod, it would be awesome if you included music to go alongside this civilization. I don't know why but the game just feels extremely depressing with zero music. I would suggest the Roman theme due to proximity.
By the way the mod is very fun and I like the unique playstyle it provides!
jermapilled Jan 21, 2023 @ 12:12pm 
Thank you for the closure post.
Gulashnikoff Sep 5, 2022 @ 9:24am 
Same problem with the error in loading. Tried disabling other mods, still didn't work. Real shame as there are only two venetian mods and none of them works. Would love to play a one-city designed civ in civ6 :(
T Heff Aug 12, 2022 @ 11:12am 
I am getting an error that says the game failed to load content from this mod. Tried re-installing it and restarting the game a few times, but still no dice. Any advice? I loved Venice in Civ V and am really curious about your design of this playable civ, it sounds great!
jovhonni May 23, 2022 @ 12:13am 
sorry for spam...i didn't want to leave that critique without saying how much I love the mod otherwise. Great job man. Venice was by far my fave civ in V. This brings me back a bit.
jovhonni May 23, 2022 @ 12:11am 
The amenities for alliances didn't work for me. Formed 3 alliances in same round and my amenities didn't move.
FlameAndFrost  [author] Apr 27, 2022 @ 3:15pm 
Not directly, because districts and improvements' graphical assets are treated differently in game, but one could convert those assets to the other.
But I am currently working on a custom graphical asset for the Borough myself, which i'll release with the next update soon.
SultanOfSwag Apr 27, 2022 @ 3:08pm 
Just out of curiosity as I have been playing around with the mod and its visuals, would the borough visual be able to be replaced with something like the neighborhood instead of a goody hut? If possible it may help the appearance of the improvement in the later stages of the game.
FlameAndFrost  [author] Apr 5, 2022 @ 12:46pm 
@never Thank you! I'll take a look at it, shouldn't be difficult to implement.
never Apr 4, 2022 @ 11:01pm 
It's a very unique civilization, really interesting! Can you make "Borough" relate to JNR's Wetlands?