Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Phoenicia Tweak
   
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Jul 10, 2021 @ 3:02pm
Sep 1, 2021 @ 8:57pm
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Phoenicia Tweak

In 1 collection by ZEN OVERLOAD
Civilizations Tweaked Collection
14 items
Description
Updates to existing mods aside, I also wanted to introduce a brand new civilization into the Civilization Tweaked Collection; Phoenicia and its leader Dido! To be completely honest, this civ always felt very meh to me. They didn't really have any abilities that wowed me, and the neat idea of being able to willing move their capital unfortunately doesn't add up to much (excluding some cheese using the colonial taxes policy card and the Casa de Contratación). The following changes are my attempt at trying to make Phoenicia a bit more interesting/fun to play as. I hope you all enjoy them!
Changes
  • Founder of Cathage has received some substantial changes. While the ability to move your capital through the special project remains, you no longer gain added trade route capacity for building the government plaza and its building (the production bonus to districts in the city with the government plaza has also been removed). Instead, it now provides a +10% production bonus to each of your cities founded on the coast. In addition to that, Mediterranean Colonies' settler ability has been moved to this one.
  • Mediterranean Colonies has been almost completely reworked. The loyalty bonus related to costal cities on the same continent as your capital remains, but now there are new bonuses to go along with it. The first is that Fishing boats now provide +1 additional housing, +2 Science when adjacent to a campus, and +2 Culture when adjacent to a Cothon. In addition to that, your outgoing trade routes grant +1 Gold to Phoenicia for each Fishing Boat at the destination.
5 Comments
hamilton.wing Aug 31, 2021 @ 7:52pm 
i like that idea because i like Phoenicia and Dido, i want to make it more interesting
ZEN OVERLOAD  [author] Jul 12, 2021 @ 3:45pm 
@Arcadian From a simulation pov, I would argue that you could see it as them trading fish to city that, while they might have a lot fish, might not have the kind of fish they are trading. It would kinda be like trading tuna in city that has a surplus of mackerels but no tuna. Thanks for the feedback, I really appreciate it!
Arcadian Jul 12, 2021 @ 2:44pm 
Interesting rework. Wide makes more sense for Phoenicia since they were a colonial power and it seems more flexible with extra yields than loyalty and government district mechanics.

I'm just a bit skeptic to the trade bonus from fishing boats at the destination from a pure simulation aspect. Would they trade their fish in cities that already have a lot of fish? It would make more sense if they got a bonus for fishing boats at the origin city.

Starting with writing unlocked might be a bit OP since you can build a campus right away.
ZEN OVERLOAD  [author] Jul 12, 2021 @ 1:57pm 
@willitwork Honestly this is the first time I've had someone discuss the changes in regards to how it affects a civ's gameplay/strategy and I absolutely love it! In regards to fishing boats, this was something I wanted to do with this mod right from the get-go because I think it's a darn shame that there aren't really any coastal oriented civs that have bonuses to fishing boats (the only one I can think of off the top of my head being the Maori with their +1 food to them and culture bomb upon building one). Thanks for the comment and I hope you enjoy this mod!
Will It Work Jul 12, 2021 @ 9:30am 
I like the idea of giving Phoenicians something more powerful with fishing boats, since that is an underutilized bonus. On the other hand, losing the automatic loyalty means pressure games on nearby cities is harder — though not impossible.

I'm a lot less certain about the changes to government center. It moves much more aggressively towards wide over tall which would be more difficult in contested maps.

Worth a try!