Sid Meier's Civilization VI

Sid Meier's Civilization VI

p0kiehl's Phoenicia Rework
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.
p0kiehl  [author] 2 Mar, 2019 @ 10:39pm 
It is definitely not counting Horses as Luxuries (unless you are using a mod which changes Horses to a Luxury), and no, any mod affecting luxury yields will have no affect on this mod. The ability is 100% working fine with no bugs or glitches and isn't causing "3x the yields" or anything.

I think you're getting confused for two reasons. First of all, the "other bonuses" tooltip isn't only the bonuses from this mod - it's all miscellaneous bonuses the trade route is providing. Second of all, the ability does not count just "unique" luxuries - if you have 2 Silk tiles in your city's territory, then the ability will trigger twice, just like if you had 1 Silk and 1 Citrus or something.

You can test this yourself and you'll see it clearly. Start a game in the Medieval era so you start with a Trade Route. Settle a city or two and find a neighbor to trade with, and check the science you're getting from the routes.
Tomice 2 Mar, 2019 @ 10:21pm 
@p0kiehl
I didn't want to offend you, please don't get me wrong! This mod is amazing, it fits my idea of Phoenicia much better than the official version. Thank you for the great work!
It's also better balanced than I thought because harbors with 4 adjacency are harder to get than I remembered.

But I'm somehow getting exactly 3x the yields I should (I used the "available trade routes" overview screen to get the exact numbers for all possible routes). Plus horses seem to count as luxuries.

I use a another mod that changes yields for luxuries (slightly higher - they get either 1f3g, 1p3g, 1faith2g or 1cult2g). Horses are also changed (1p1sci).
Could there be an interaction?
p0kiehl  [author] 2 Mar, 2019 @ 10:43am 
@terezi - Yes, traveling over water, through canals, or on railroads generates bonus Gold in Trade Routes now. I believe canals also give bonus Science.

Those bonuses are not affecting what this mod provides. The ability is simply as written: +1 Science, +1 Gold for each Luxury resource in the originating city. I find most of my cities will have 1-3 luxuries, so that's 1-3 bonus of those yields for outgoing trade routes. I did recently change the Gold from +2 to +1. The yields really are not crazy.
Sanguivore 2 Mar, 2019 @ 9:30am 
@p0kiehl & @Tomice ; Didn't GS add a system where trade route yields are increased for going over water / efficient routes like canals and tunnels? Is it possible that's affecting the yields somehow? I've been loving this mod immensely, but the yields have been a little crazy. ;P
p0kiehl  [author] 2 Mar, 2019 @ 7:26am 
Thank you for the nice comments!
Cosmic Fox 2 Mar, 2019 @ 6:34am 
One of my favorite Mods buddy! :steamhappy: I can compete with Kupe in the game, that is great! He had no competition before. :cozybethesda:
Chrissant 2 Mar, 2019 @ 3:00am 
Hah! I really like the founder of carthage ability. I wish though that the carthaginian loyalty bonus for cities on the home continent also had a flipside where the first city founded on another continent receives a slight reduction in loyalty, to sort of recognize the somewhat civil war relationship Nova Carthago and its militant nobility had with the carthaginian senatorial factions back in Africa.

Anyway really liking this new format of reworking each civ more thoroughly and with immersive flavor. Hope you do the same for other civs like Persia or Sparta that seems so unidimensional and sort of misses the nature of those civs.
p0kiehl  [author] 1 Mar, 2019 @ 5:14pm 
@Ma bible & mon couteau - I just updated the mod with some optimization in the code. If you were experiencing desync issues in multiplayer before, start a new game and you shouldn't anymore.
La Hire 1 Mar, 2019 @ 2:49pm 
A friend and I have desynch problems with this mod :/
We had no problem before installing it, and none after uninstalling it ; we tried each mod one by one and i'm pretty sure it's this one. Can you do something about it plz ?
p0kiehl  [author] 1 Mar, 2019 @ 11:16am 
The Civ ability is only providing you +4 Science and +8 Gold, and I think that is pretty lucky considering most cities I found don't have 4 luxury resource tiles. Those yields are included as "other bonuses." That can include many other things as well. I can't have any idea where the rest of your yields are coming from because I'm not playing your save and I don't know any details.
Tomice 1 Mar, 2019 @ 10:59am 
Just can't remember getting anywhere near those values in the classical era - and it's a route over land, no "efficiency" gold for being over water ...
If 8 are from your mod - where do the other 19 come from? Regarding tooltip, see below.
p0kiehl  [author] 1 Mar, 2019 @ 10:30am 
@Spark - Thanks! Yes, I am indeed thinking of a Canada rework as well.
p0kiehl  [author] 1 Mar, 2019 @ 10:29am 
I don't know what you are confused about. Your originating city is lucky enough to have 4 luxury resource tiles. That will provide the trade route an additional +4 Science and +8 Gold. The tooltip will tell you where everything else comes from.
Tomice 1 Mar, 2019 @ 10:26am 
Does anyone else get extremely high yields from foreign trade routes?
I'm getting 27gold + 11science from most routes. The originating city is landlocked and has 3x tobacco and 1x wine. It says 3 gold from "districts in target city", the rest is from "other bonuses"
Spark 1 Mar, 2019 @ 8:54am 
This is fantastic work! Any chance that you'd be willing to do the same for Canada? I really think their Last Best West doesn't do much.
p0kiehl  [author] 1 Mar, 2019 @ 8:02am 
@leytelj, @Doomed World, @Ondolinde - Thanks for the compliments, and I hope you enjoy using this :)
p0kiehl  [author] 1 Mar, 2019 @ 8:01am 
@Cosmic Fox - My mods do not alter internal files - that is the point of a mod actually, to run functions that update the values of the database rather than altering the game's files directly.

By the 3 "corrupted files" I assume you mean when you reverify the cache with Steam. This is completely due to the 2k Launcher that was added to the game a few months ago. No matter what you do, reverifying the cache will always pick up 3 the same 3 files related to the launcher. Has nothing to do with my mods or anyone else's, and doesn't affect the game at all.
Cosmic Fox 1 Mar, 2019 @ 7:57am 
Hey @p0kiehl you have my collection, I am having an issue, each time I quit civ6 3 files are being corrupted, no idea how to see the log for this or anything really. :steamfacepalm:

You can contact me at https://discord.gg/Fa7WZw I have a small community there for Minecraft servers. I am not sure if it is one of your mods or not but MAYBE you have some time to help me track this down? Thanks if you can.. ttyl and thanks for your work! :steamhappy:
Bene Gesserit 1 Mar, 2019 @ 7:35am 
Sounds awesome! Will give it a try soon. I haven´t played this civ yet.
p0kiehl  [author] 1 Mar, 2019 @ 3:24am 
I used this mod in multiplayer and didn't experience desync. Try deactivating all mods, doing a few turns and seeing if you desync. Then try again with just this mod active. I think you'll find that it's not causing the issue. Report back if you are still getting the issue.
ALãN 28 Feb, 2019 @ 11:36pm 
Howdy, my friend and I both were having desync issues when using this mod in multiplayer. We both are subscribed to it and the desyncs start almost immediately. Do you know why this might be happening and is there a way I can fix it?

I adore this mod and would love to be able to use it with my friends.
tristan.louis.haller 28 Feb, 2019 @ 10:08pm 
Any chance you could add in the ability to expend Great Merchants on Harbors instead of Commercial Hubs?
Doomed World 28 Feb, 2019 @ 6:29pm 
Love this change so much more fitting
Te 28 Feb, 2019 @ 6:05pm 
This is SO SUPER COOL. I can't wait to play it! I was actually dragging my feet on buying the expansion, but this makes me want to get it... uh... immediately? Yeah, that's the word I'm looking for. This is exactly the sort of game I've loved to play since... forever. Thank you so, so much.
p0kiehl  [author] 27 Feb, 2019 @ 3:42pm 
Coastal Cities are only 100% Loyal on the same continent as the capital, just like usual. I just updated the mod so the in-game text for that ability matches how it is un-modded. I also updated the description above. Hopefully this resolves your concerns.
JNR 27 Feb, 2019 @ 11:56am 
I like the idea but I worry a bit that it makes Cothons OP. Trade routes are very strong (especially since you gave them a bonus to trade route yields already), single-handedly turning a trash-tier district into an S-tier district already.

Maybe restrict that bonus to once per continent?
Tomice 27 Feb, 2019 @ 11:41am 
Wow, this looks interesting !!!
But I'd also like to know if the lyalty is on the same continent only or everywhere?
Adonis Gaming 27 Feb, 2019 @ 9:02am 
Coastal cities have 100% loyalty, or coastal cities on the same continent? Because that would be kind of OP and easy forward settling everywhere.
alfruda1990 27 Feb, 2019 @ 7:28am 
Soooooo much needed! Great job, the original version is extremely weak and poorly designed. This kept the flavor while making it considerably more reliable. Kudos

@CosmicFox u r wrong, it is not a standard feature and @Glemt it is not in the mod btw (typo I guess).
Cosmic Fox 27 Feb, 2019 @ 7:07am 
@Glemt that is a standard feature of Dido :steammocking: Why you mentioning this like p0keihl created it as part of the rework? lol
Glemt 27 Feb, 2019 @ 5:34am 
Looks good, but I'm worrying over this "• Coastal cities are 100% Loyal." This is changed from the original? All Coastal cities will now be 100% loyal? As in, you can spam the coasts next to any Civ and still keep the city? Seems a bit over-powered to me.

I love the free trade route if the Cothon adjacency is at least +4. Brilliant touch.
zon 27 Feb, 2019 @ 4:22am 
great overhaul!! 100% loyal means: no matter which continent? thx :)
Sanguivore 27 Feb, 2019 @ 1:04am 
This is pretty great! I've played a little of this today and it's already been super fun. If you do Phoenicia this well, I'm really looking forward to seeing what you come up with for other civilizations too!
Telruna 27 Feb, 2019 @ 12:46am 
And good sir, Canada needs your help. They are reduced to insignificance. It is an emergency. Please send aid.
Telruna 27 Feb, 2019 @ 12:44am 
Phoenicia on steroids. Looks fun, real fun!
=[NK]= Col. Jack O'Neil 26 Feb, 2019 @ 8:15pm 
Yeah no worries at all! Much appreciated!!
p0kiehl  [author] 26 Feb, 2019 @ 7:59pm 
I'm planning on reworking that series and releasing it as a mod that improves all civs. I'm working on it but won't release it 'til it's done.
Prophet Bridge 26 Feb, 2019 @ 7:57pm 
@=[NK]= Col. Jack O'Neil he's got a Improved civilization mod series for older civs... I'm not sure that it's updated for gs yet, but im sure he'll get around to that.
=[NK]= Col. Jack O'Neil 26 Feb, 2019 @ 7:41pm 
Cool! Do you have any inclination to buff the older civs? Like Rome or anything?! I feel like they are left in the dust a little!
Heretic Marlowe 26 Feb, 2019 @ 7:04pm 
very cool!