Sid Meier's Civilization VI

Sid Meier's Civilization VI

116 ratings
p0kiehl's Phoenicia Rework
   
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34.939 KB
26 Feb, 2019 @ 6:39pm
2 Mar, 2019 @ 10:40am
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p0kiehl's Phoenicia Rework

Description
p0kiehl's Phoenicia Rework
Phoenicia is a great civ, but when I think of Phoenicia, I think of Trade and Science!

This mod is a rework of the Phoenician unique abilities to be more focused on Trade with a Science edge! It also keeps some original aspects of the design with alterations for more fun. Overall, the aspects of this reworked design synergize to encourage the player to seek out fertile areas, settle across the map, and start trading with neighbors near and far!

Civilization Ability: Phoenician Alphabet
  • Begin the game with the Writing technology unlocked.
  • Trade Routes to foreign cities provide +1 Science and +1 Gold for each Luxury resource in the originating Phoenician city.
  • Traders generate +1 Great Merchant point per turn while traveling on water or traveling outside of Phoenician territory.

Leader Ability: Founder of Carthage
  • Can move the Capital to a city with a Cothon by completing a unique project in that city.
  • Founded Coastal cities on the same continent as the Phoenician Capital are 100% Loyal.
  • Settlers gain +2 Movement and +2 sight range while embarked.
  • Settlers ignore additional Movement costs from embarking and disembarking.

Unique District: Cothon
  • +1 Trade Route capacity if adjacency bonus is at least +4 when built.
  • +50% Production towards naval units, Settlers, and Traders in this city.

Unique Unit: Bireme (NOTE: not changed)
  • Trader units are immune to being plundered if they are within 4 tiles of a Bireme and on a water tile.

Special Thanks
Special thanks to Firaxis for making this awesome civ and to Sukritact, whose Reworked Khmer mod gave me the idea to change an existing civ. His excellent Civ 5 Phoenicia mod was also an inspiration.
50 Comments
keith.a.borg 26 Oct, 2022 @ 10:22am 
Settlers are only showing 2 movement while embarked not four movement (+2 additional movement)
BluJ 18 Feb, 2020 @ 9:53am 
Writing unlocked is definitely OP. You can build a campus from the beginning! Should be fifty percent researched. Otherwise great.
拟态Baby 6 Oct, 2019 @ 12:40am 
Geminus Leonem 16 Sep, 2019 @ 1:30pm 
This mod's Cothon discription becomes bugged if you have the Better Coastal Cities mod enabled.
Cosmic Fox 16 Jul, 2019 @ 9:21am 
Hey friend this is my current collection featuring majority of your mods and popular mods of all time and of course my own personal favorites. Updating my old collection, figured with how you manage to do such fine work. It might be helpful trouble shooting. Thanks for the efforts man :steamhappy: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1647680669&savesuccess=1
Tomice 12 Mar, 2019 @ 8:12am 
Continued from previous post:

Overall an excellent overhaul and IMHO better than the vanilla version of Phoenicia!
The free Writing tech and very early access to Currency are great, and your version of extra trade routes is much more flavorful than tying it to the government district (which never fitted for a civ with a variable capital)
Tomice 12 Mar, 2019 @ 8:11am 
More feedback after playing with the mod a bit more:

1) I'm having a lot of fun! ;-) Thank you again!

2) It worked flawlessly in later game sessions I started (my best guess is that the "cheat map editor" mod that I used for testing in my first session somehow disturbed the luxury calculation - even though I only used to move 1 crab on turn 1???)

3) I find the mod very balanced now with 1sci 1gold per trade route

4) The extra trade route from +4 Cothon adjacency is very interesting, especially if your early cities don't naturally offer more than +3. Do you delay building Cothons until you can create a +4 location with another adjacent district?
I tried delaying them several times to build a commercial hub first (for nice free inquiry triangles), but it turned out to be a trap. You might be able to reach currency very early (due to unlocked writing), but the tech is very expensive and you miss a lot by building Cothons so late.
Cosmic Fox 9 Mar, 2019 @ 2:46pm 
@p0kiehl I was wondering if you could redo the Inca for me, like you did Phoenicia? I would try it myself but frankly I do not know how and you do excellent work. She is a bit OP but fun to play nevertheless. Both are my favorite to play, Inca for the tunneling they do early on plus bonuses to production. Thanks for many hours of fun thanks to your mods being included. 1500 hours approaching. Retired life leaves me time for civ6 and a lot of other things. haha :steamhappy:
Cosmic Fox 4 Mar, 2019 @ 7:27am 
No issues, I was wrong sorry reporting a non issue friend. >:^D
robsteel 3 Mar, 2019 @ 2:30pm 
I would like this mod very much if it just made one small change, instead of settlers not having movement cost for embark, I would give this civs settlers embark from start of the game. So many times I have started with Dido on like a blocked area with only room for my capital. Not a problem a naval civ should have.