Sid Meier's Civilization VI

Sid Meier's Civilization VI

MC's Lefkós Pýrgos (White Tower)
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!
fsupple1 29 Jul, 2023 @ 2:49pm 
MC, Thanks for the reply. Yes, the tiles adjacent to the Tower had districts, farms, etc. on them. I think you have solved our problem. I didn't realize the walls occupied the shore hexes and must have missed this in the civilipedia, etc. Thought they ran along the hex line. I will let you know if your response solves the problem (but I am betting it will). I'm currently running a test game so will know the answer shortly. Thanks again for the response.
MC  [author] 29 Jul, 2023 @ 9:32am 
@fsupple1: that sounds like an odd incompatibility. The City Sprawl mod, as far as I am aware, is just a graphical mod that makes some extra 'clutter' buildings appear right?

That should have no bearing on the ability to place the Coastal Wall, in terms of the rules for placement.

It's worth noting that the Coastal Wall can only be built on 'clear' terrain (either flat or hills). Is it possible that the tiles in question had resources/features on them?
fsupple1 27 Jul, 2023 @ 10:35pm 
Me and my son were playing a multiplayer hotseat game. He built the Tower on an appropriate coastal tile. At no time during the game could he build the Coastal Wall. We were playing with the City Sprawl mod. Could this be the reason for this problem? The Tower itself functions as intended including the expanded vision when occupied with a unit.. I will play a test game with the Tower without the City Sprawl mod, but thought I might get a quick answer here as I will have to play a lengthy test game to test for conflict with the City Sprawl mod. Thanks for any help on this.
MC  [author] 23 Jul, 2023 @ 11:40am 
Thanks - please do let me know if the trend continues and if you continue to suspect this mod.

As mentioned previously, I really can't see how, objectively, this mod could cause that behaviour. There is no overlap into any AI behaviour - except for a very basic addition of the wonder as a 'favoured building' for a few leaders.
Doc_Furtado 23 Jul, 2023 @ 9:00am 
@MC my dear, thank you by the great answer. I will try play again, because when i choose democracy, the war back, but, if i choose oligarcy, no war at all against me, and, against noone, even AI. Maybe a mistake of the game, maybe becayse oligarcy is strong, but, i feel have nothing with your mod, is just because when a start a new game and choose oligarcy governement, i had intalled your mod, and no war... If you know what it means
MC  [author] 22 Jul, 2023 @ 3:38pm 
@Doc_Furtado: I am not saying it is impossible, but I'd be very surprised if this mod causes it. There should be nothing that would alter the AI behaviour within this mod.

In the interests of being a responsible mod creator, though (and because I want to definitely rule it out), can you let me know:

- the details of the game(s) in which you observed this behaviour. If you can, it would be great to understand what other mods you had enabled, too.
- was the failure to declare war across all AI and in the direction of both human and AI players, or was it just that the player who built the wonder wasn't declared war on? Or some other combination/variant of what I've described?
- across how many games have you observed this?

I have had feedback from others related to the mod and no-one has brought this issue up, as yet.
Doc_Furtado 22 Jul, 2023 @ 8:22am 
Curious, the AI dont make war anymore after this mod
J3T 20 Jul, 2023 @ 4:20pm 
pretty good
MC  [author] 20 Jul, 2023 @ 11:05am 
Thanks for the recent comments.

For those requesting/suggesting the Coastal Wall as a standalone improvement - I will not personally make a mod of that. If someone wants to take it on themselves to create it as a sub-mod, I have no issue with that.

My reasoning for thinking it is a bad idea is because of the way the Coastal Wall's effects are implemented. Having them on too much of the map will create a significant and irreversible imbalance for travel (IMHO). Just my two cents.
Dr.Abominate 20 Jul, 2023 @ 5:43am 
Excellent mod.
I think we need more wonders that affect the combat strength of units and general combat parameters such as defense, attack, range or flanking.
The extra tiles upgrades provided by wonders are also great concept.
Keep up the good work.
Ss 20 Jul, 2023 @ 4:19am 
awesome ! a wonder of civilizations
Ergo 20 Jul, 2023 @ 4:03am 
i absolutely love the coastal wall idea and would like to see it as an alonstanding improvement.
Jiorno Joleen Josephus Joestar 19 Jul, 2023 @ 10:03pm 
One things for sure, this mod is very unique in its own ways! Kudos to you! I like the Coastal Walls idea and it can bring forth multiple ideas for other mods.

It would be nice to integrate your idea on walls to be another tile improvement in combination with districts. Like a secondary wall improvement just like the Great Wall in Civ 5
Spaceracer 19 Jul, 2023 @ 11:40am 
πύργος.
MC  [author] 19 Jul, 2023 @ 12:56am 
Thanks for the suggestions. Having your city's coastal wall 'started' by the completion of the wonder is something I pondered about including in the description - in the end, I decided on it being a little 'easter egg' for players to discover. I will add it, though, as I appreciate that isn't really the Civ VI style.

On the note of having them removable - I settled on not allowing them to be removed because of the way I had to implement them preventing embarkation.

Finally, the improvement will remain locked behind the wonder - thus making it a unique improvement only for the owner. You are free to change it, locally, as you said - but the unique improvement is a fundamental part of the design and one of the core benefits the wonder brings to the player.

I'll respond to the 6T suggestion under the thread.
Madisonian 18 Jul, 2023 @ 6:32pm 
Nice mod. Would recommend making the coastal walls improvement removable, as one thing it looks like you forgot to mention in the description is "Grant Coastal Walls in valid, adjacent locations to the Lefkos Pyrgos wonder once completed."

I think the improvement is generic enough that it should be available to all civs instead of wonder dependent, but I can just change mine locally. Opened a discussion with code for 6T support.
Lucius, the Heavenly Dragon 18 Jul, 2023 @ 1:04pm 
Nice, the MC of Civ 6 Modding has finally revealed himself with another amazing creation!
MC  [author] 17 Jul, 2023 @ 1:56pm 
Update: this mod has now been updated to revise the point at which the wonder is unlocked to the intended design, with an updated production cost, too.

No other gameplay changes were made in this update. Enjoy!
MC  [author] 17 Jul, 2023 @ 11:17am 
All: apologies for the 'false start' on this. There's one fairly fundamental change I need to make - related to when this unlocks. For reasons I cannot fathom, I had it set up based on an initial testing design and, having taken a break before completing it, I completely lost sight of the fact I needed to make that change.

As such, I'll be setting this to Unlisted and uploading a corrected version later today. For anyone that has already subscribed, it should update automatically to reflect the intended design.
fsupple1 17 Jul, 2023 @ 7:43am 
I'm giving it a shot. This is my first use of one of your mods. Phantagonist's comment sealed my decision as I use several of his mods and they all have worked well. I will give you feedback blurb after I use this mod. Thanks for all of your work.
Phantagonist 16 Jul, 2023 @ 6:45pm 
Congratulations for completing this fully-animated wonder!

I have updated the Chinese translations here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2456904079