Sid Meier's Civilization VI

Sid Meier's Civilization VI

FlameAndFrost's Republic of Venice
53 Comments
colecashstamford 22 May @ 7:11am 
He looks very familiar, hhhhmmmmmmmmmmm...
Soothsayer98 18 Jan, 2024 @ 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 21 Jan, 2023 @ 12:12pm 
Thank you for the closure post.
Gulashnikoff 5 Sep, 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 12 Aug, 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 23 May, 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 23 May, 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] 27 Apr, 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 27 Apr, 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] 5 Apr, 2022 @ 12:46pm 
@never Thank you! I'll take a look at it, shouldn't be difficult to implement.
Mwhenever 4 Apr, 2022 @ 11:01pm 
It's a very unique civilization, really interesting! Can you make "Borough" relate to JNR's Wetlands?
FlameAndFrost  [author] 1 Apr, 2022 @ 1:19pm 
Hello Everyone! I'm back at actively working at this mod and other, unreleased ones.
@RaptorMother Thank you very much, i'm glad you're engoying it! About the music, I'll look into this for the next update.
@Kyuubi Thank you for your kind words!
Desmond Doss 15 Mar, 2022 @ 7:20am 
im loving this mod, awesome!
RaptorMother 21 Nov, 2021 @ 12:44pm 
Hi! This is a great civ, and I'm enjoying it a lot!

Only thing I've noticed, is that playing as venice, there is no music! Only music that plays is in the diplomacy screen, and very, very rarely otherwise. Can something be done for it? CIV6 ost is just too good to mute :3
FlameAndFrost  [author] 8 Oct, 2021 @ 8:29pm 
@Erwin von Joseph Joestar Oh i wasn't aware of this. I'll take a look at this interaction soon, no promises but next update should be around the next couple weeks, hopefuly with most of i had in mind.
Monarch 1 Oct, 2021 @ 2:27am 
Excellent mod, but I would reread over the bonuses the tile improvement gets over time with tech, For example, the bonuses the tile improvement gets from quarry's actually goes down to +2 in the late game for whatever reason, unless it stacks, but if it does then it's insanely broken. It goes from +3 with rocketry to +2 with predective systems. And a few others are like that as well. A simple fix to that would make this mod much better!
nerd 29 Sep, 2021 @ 12:48pm 
That’s a totally reasonable explanation. It’s tough to balance and incorporate the proper historical stuff on a gameplay mechanics level, especially when you’re working with other mods like that.
FlameAndFrost  [author] 29 Sep, 2021 @ 12:26pm 
@nerd You could argue both ways, due to the historical nature of Venice, but i do not disagree. Originally it was classified as Mediterranean, but for now the gameplay style of "vanilla" Venice fits better the Central European benefits as settling Venice as a coastal city severely gimps the player. I am currently working on reworking some aspects of this Civ to better fit the maritime merchant republic aspect.

@Scrunt I didn't want to make a third version of Enrico Dandolo available on the workshop.
nerd 29 Sep, 2021 @ 6:51am 
It seems to me like Venice should be in the Mediterranean group in Sui Generis, not Central European, seeing as Venice was historically a Thalassocracy.
Scrunt 27 Sep, 2021 @ 1:36am 
Where is Daddy Dandolo
FlameAndFrost  [author] 25 Sep, 2021 @ 4:42pm 
By the way I'm open for feedback on working on balancing and suggestions.
FlameAndFrost  [author] 25 Sep, 2021 @ 12:56pm 
@Talrand I'm back at working on modding, and you might get what you wish soon
Talrand 12 Sep, 2021 @ 5:04pm 
if tou could make a unic design for borough, it would be a perfect civ. Please, do a little rework in it, i loved this.
Mazisky 26 Jul, 2021 @ 9:40am 
I would like to ask for some tips, I've sent you a friend request
Thank you
FlameAndFrost  [author] 4 Jul, 2021 @ 8:34am 
@B.Carmine Yeah, I'm aware of this behavior, but for now it's on the backburner. From what i've seen from some AI spectator matches, the AI doesn't really know how to play Venice properly , so I'm looking for a solution for this behavior before messing with the script. Might take a bit though, real life got in the way recently.
B.Carmine 1 Jul, 2021 @ 11:32pm 
Hey FlameAndFrost again, I ended up against Venice on Emperor and he ended up spawning with 2 settlers still. Just a heads up.
FlameAndFrost  [author] 28 Jun, 2021 @ 9:37am 
@Picrasso: A custom improvement model is being worked on to replace the tribal village "placeholder".
Roodbaardt 28 Jun, 2021 @ 12:50am 
In the screenshot the borough looks like a tribal village. Does the appearance change through the ages?
CyberGamer15 23 Jun, 2021 @ 6:32am 
Ok, that is good news. I'll send over the screenshots now. : )
FlameAndFrost  [author] 23 Jun, 2021 @ 6:31am 
@CyberGamer15 Go ahead, I'm there indeed.
CyberGamer15 23 Jun, 2021 @ 6:25am 
Ah thanks, that is good to hear. I just checked in game, though, and the issue is still present, at least for me. I managed to get a screenshot of the exact text that shows up when hovering over the city for example, but I'll also check to see if anything changes when I've just got the Venice and Nomina mods enabled.

The mod does seem to have been updated though, so it's not an issue with the update going through or anything. Would it help if I sent over any screenshots I get? There is a Civ 6 Modding Helpline server on Discord that I am on, and if you're on the server too, I would be able to post the screenshots there easily.
FlameAndFrost  [author] 23 Jun, 2021 @ 6:05am 
@CyberGamer15: There was, in fact, a missing entry for the Civilization's adjective, my bad! Uploaded a new build with the fix.
CyberGamer15 23 Jun, 2021 @ 1:55am 
Nice mod! I like the look of Venice's traits, and they do sound like a fun, tall civ to play as. : )

I just wanted to mention something I found with this mod and a mod called Nomina, which gives civs different names based on their government.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1825310855&searchtext=nomina

When playing as Venice, their title comes up with something that looks like it came from a line of code, rather than something like "Venetian Chiefdom" which is what other civs get once they've had a turn or two with their first city.

I've not had this happen with other civs as far as I can tell, but I thought to mention the issue here.
FlameAndFrost  [author] 22 Jun, 2021 @ 4:26pm 
Latest update: Added support for SeelingCat's Sui Generis mod. Venice is now part of the Central European group.
If SeelingCat has its own plans for Venice, i have no reason to not comply.
FlameAndFrost  [author] 22 Jun, 2021 @ 7:40am 
@herecomedatpepe: While this mod shouldn't have any issues running alongside Sui Generis, it doesn't natively support it at this moment. I'll see what I can do, but while at it, I believe you'd be able to ask in the Sui Generis' Workshop page for support implementation.
herecomedatpepe 22 Jun, 2021 @ 6:56am 
Does this have compatibility with something like Sui Generis?
A2K 20 Jun, 2021 @ 12:08pm 
@FlameAndFrost thank you sir, can't play it in that case but I'm sure your mod is great lol
FlameAndFrost  [author] 20 Jun, 2021 @ 5:34am 
@JOE BIDEN U HAVE 2 YIL: I apologize for the inconvenience. Turns out that some additions went under the radar in regards to DLC requirements. I will update the list of DLC requirements towards compatibility.
A2K 20 Jun, 2021 @ 4:42am 
can't start a game with this mod even when its the only one enabled, are there any other dlc requirements other than GS and babylon?
FlameAndFrost  [author] 19 Jun, 2021 @ 1:21pm 
@Rigorda: First of all, thank you very much! Feedback is much appreciated.

About the destruction of boroughs due to natural disasters: Its a fair point. if you want to be technical, its not only 4 Pop, but also every time you build a caravan, the next one is more expensive (akin to settler production). I'll see what I can do.
Rigorda 19 Jun, 2021 @ 11:51am 
Just played a game, the mod is cool good job !

My only fix would be to make borough impossible to destroy with natural disasters. Breaking isn't an issue but when a tornado just destroy 4 of your borough, which equal 4 pop without any mean to repair it it feels really unfair.
FlameAndFrost  [author] 18 Jun, 2021 @ 11:23am 
@Digihuman: I did not make a way to generate settlers on captured cities, it just shouldn't be possible, you must've captured a Settler that was in the city.

About capturing Settlers: This is intentional. The Dogado Unique ability is explicit is that you cannot purchase or produce Settlers. Alternative ways to get Settlers are fair game. If you've captured a Settler that was in the city, you've captured a Settler. Capturing a settler is not as easy as one would think, specially as Venice, so it was made this way as a reward. Although if there is enough feedback, I should be able to entirely disable settlers for Venice.

I realize i should be more specific on the descriptions, I apologize for the inconvenience, will rework the description next update later today.
FlameAndFrost  [author] 18 Jun, 2021 @ 9:29am 
@B.Carmine: About the Culture Bombing: A Global Parameter Civilization 6 has is that Culture Bombs cannot reach further than 3 tiles from the city center, because it is a setting tied to Plot Purchase Range. This is true for all Civilizations that do culture bomb. Reaching further can be done , but changing this would affect every other civilization.

About the District interactions: these are indeed unintentional, and will be fixed next update rolling out later today. Thanks.
Digihuman 18 Jun, 2021 @ 4:23am 
Oh, addendum to my previous: Seems like it's actually not generating settlers as well, but rather captured a settler in the city, and didn't change it into the unique replacement.
Digihuman 18 Jun, 2021 @ 3:12am 
Pretty cool mod, but there are some bugs that might want to be addressed. In the game I'm currently playing, I got a Settler from capturing a city, as well as the Burgess Caravan.
ellilūtum 18 Jun, 2021 @ 2:49am 
一三五震怒,二四六落泪,周日吊死威尼斯总督
B.Carmine 17 Jun, 2021 @ 11:14pm 
Just played a game with this, seems good however the boroughs aren't culture bombing, and there seems to be an additional adjacency bonus for districts being next to each other that I don't see in any of the descriptions. (Holy Sites, Comm Hubs, Campuses and IZs act like the Meiji Restoration of Japan and theatre squares get a production bonus) Is this on purpose?
Cave Johnson 17 Jun, 2021 @ 11:57am 
A commendable effort, good to see so much love for Venice!
FlameAndFrost  [author] 17 Jun, 2021 @ 9:32am 
@GLORIA VINCIT: Will do, as soon as i get something I'm satisfied with, with an update later today.

@justinwwe14: Planned to be released next update, stay tuned!

@choijanggyu: I would need to contact Merrick and Deliverator first for anything of the sort. It is possible, just not at all guaranteed.

@Sailor Cat: Thank you!
Sailor Cat 17 Jun, 2021 @ 4:49am 
Good job. :momozzz: