Sid Meier's Civilization VI

Sid Meier's Civilization VI

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MC's Lefkós Pýrgos (White Tower)
   
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73.144 MB
16 Jul, 2023 @ 2:50pm
17 Jul, 2023 @ 1:02pm
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MC's Lefkós Pýrgos (White Tower)

In 1 collection by MC
MC's Content (Animated Leaders & a World Wonder)
5 items
Description
Updated: 17/07/2023

All of my content can be found by clicking here.

DLC Requirements: This mod requires Rise & Fall, Gathering Storm and the Great Commanders Leader Pack DLC to use.

Adds the Lefkós Pýrgos wonder to Civilization VI: a coastal wonder that provides strategic, defensive-based gameplay options to the civilization that constructs it - including access to the Coastal Wall unique improvement. For their enemies, there are additional unit promotion capabilities available to numerous classes to help with conquering the walls!

The wonder itself is represented through a custom 3D model, which has a fully-animated build sequence (wonder movie).

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World Wonder: Lefkós Pýrgos
"We must not believe the many, who say that only free people ought to be educated, but we should rather believe the philosophers who say that only the educated are free." - Epictetus

The White Tower of Thessaloniki (Greek: Lefkós Pýrgos; Ottoman Turkish: Beyaz Kule) is a monument and museum on the waterfront of the city of Thessaloniki, capital of the region of Macedonia in northern Greece. The present tower replaced an old Byzantine fortification, known to have been mentioned around the 12th century, that the Ottoman Empire reconstructed to fortify the city's fortress after Sultan Murad II captured Thessaloniki in 1430. During the period of Ottoman rule, the White tower became a notorious prison and scene of mass executions.

  • +2 Culture per turn.
  • Prevents units embarking from, or disembarking to, the tile which it occupies.
  • After constructing this wonder, the city within which it is built can construct the Coastal Wall improvement to further protect its coastal borders.
  • Units occupying this tile benefit from +4 Visibility, as well as +8 Ranged Strength versus naval units.
  • Enemy Spies operate at one level lower in this city.
  • The building can also hold two Artifacts.

  • Must be built on the coast.

Unique Improvement: Coastal Wall

  • Unique defensive improvement which can be built within the city that constructed Lefkós Pýrgos.
  • Provides fortification bonuses, prevents units embarking from, or disembarking to, the tile which it occupies and reduces the rate of movement for any units travelling through it.

  • Must be built on the coast.

Important Gameplay Notes

In order to integrate the Coastal Wall's impassability with a level of balance, this mod also adds the ability to traverse Coastal Wall tiles, under unit promotions, to a number of different promotion classes. The general idea is that those wishing to mount an assault on the city protected by the Coastal Wall will need to plan for this and use promotions wisely. The in-game Civilopedia has been updated to indicate the promotions that grant the ability to scale the wall.

Furthermore, all units of the Modern Era (and onwards) receive the ability to scale the wall by default. Finally, once any civilization discovers Advanced Ballistics, all units in-game receive the ability (thus negating the Coastal Wall's ability to entirely block embarkation/disembarkation).

Finally, you will also note (following a game restart) that any tile with a Coastal Wall built on it will also appear as a Cliff. This was a necessary concession to implement the functionality. To minimise the unnatural look of Cliffs on flat tiles, the overall size of Cliffs (in-game) has been reduced slightly. This does not (in my opinion) make them look unnaturally small on raised (hilly) tiles. I've included a screenshot with the cliffs at their new size so everyone can judge that for themselves, in case they feel it is a deal-breaker.

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Mod Compatibility
This mod should be widely compatible with other mods. It is worth noting that the unit abilities for Modern Era units are based on the default technology tree - mods that add new, late-game technologies and have units unlocked behind them will be omitted from receiving the abilities.

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Feedback
Please don't be shy. I welcome feedback, of all kinds.

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Popular Discussions View All (1)
0
18 Jul, 2023 @ 6:28pm
6T mod support
Madisonian
31 Comments
1454935198 1 Feb @ 6:55am 
哇,好模组,创意的建筑,赋予城市控制单位上岸的能力。
Nahueformaline 9 Sep, 2024 @ 11:03pm 
Good mod :D. More Buildings!
roxasvonbielefield 3 Jul, 2024 @ 4:15pm 
Hello good sir! is there a possibility that you reutilize the wall improvement to another wonder so it unlocks walls for civilizations, in a way similar to the great wall? i would love to have my Arthurian Kingdom defended by mighty walls all around! (Maybe even the mountains!)
Moros 24 May, 2024 @ 4:15pm 
I really like the idea of this wonder, but man, I've literally never encountered a situation where I've even been able to reasonably make use of it--and that's explicitly due to the lack of added yields for the Coastal Walls. Even some Culture would make it viable, but it's better to have no strong coastal defense than mostly useless tiles.
xrobe726 8 May, 2024 @ 8:05am 
世界奇观:塞萨洛尼基白塔

+2 文化。

防止单位从其占用的图块上下船或下船。

在建造了这个奇迹之后,建造它的城市可以建造海岸墙改进,以进一步保护其沿海边界。
占据此方格的单位可获得 +4 的视野,以及 +8 的远程攻击力。
敌方间谍在这座城市的低一级活动。
该建筑还可以容纳两件遗物。

必须建在海岸上。

独特改良:海岸墙

独特的防御改进,可以在建造该奇观的城市内建造。
提供防御工事加成,防止单位从它所占据的方块上船或下船,并降低任何穿过它的单位的移动速度。

必须建在海岸上。
dhaudaygeqy 21 Mar, 2024 @ 10:50pm 
Wonderdoc 12 Dec, 2023 @ 10:22am 
@MC thank you for the answer. I was confused about the coastal walls as it wasnt in the description but that makes sense.
MC  [author] 11 Dec, 2023 @ 3:11am 
@Wonderdoc: I will need to look into the issue you've mentioned regarding artifacts. I will come back to you on that as soon as my time allows.

With respect to the Coastal Wall - they are designed to be permanent/unremovable. In reality, I wanted to allow them to be removed, but that would cause other (bigger) issues.

When the White Tower wonder is built, it automatically populates Coastal Walls on its own tile and all adjacent, valid tiles - that is by design. I do have a note to update the in-game description of the wonder effect to account for this, so its clear to players. The placement of the adjacent Coastal Wall is not a fault, however - it is by design. As is the inability to remove it. The idea is that it 'gets you started' in terms of protecting your coastline.
Wonderdoc 4 Dec, 2023 @ 6:55am 
Hi, I think I have run into an issue with this mod. While trying an artifact focused game I was unable to move artifacts from archeological musuems into this wonder and the archeologist unit form that city was used up after its usual 3 uses. I dont know if this is all intentional but buying artifacts seems to be the only way to use these great work slots which would be a shame.(maybe a 3rd slot and bonus archeologist could solve this?)

Also after building it , the wonder created an unremovable coastal wall tile between it and my capital were I had hoped to put a theater square. I could also not find an answer for why this was happening.
MC  [author] 30 Jul, 2023 @ 11:24am 
@fsupple1: yes, so they look like they run along the hex line - but that is just their graphical positioning. In reality, like all other improvements, they occupy a tile - such that your Builder can construct it when on that tile.

In the case of the Coastal Wall, it occupies the inland tile (as opposed to the one that's coastal water). It is this tile that drives the gameplay mechanics associated with the Coastal Wall - that is, the embarkation/disembarkation (technically, the presence of the coastal wall triggers the approach to that tile, from the sea, or from that tile to the sea, to be prevented), the fortification and reduced movement for units moving into that tile from an adjacent inland tile.

Sorry for the confusion it caused at your end and hope it didn't ruin your son's first experience with the mod too much!