Sid Meier's Civilization VI

Sid Meier's Civilization VI

Portugal Civ 6 by raen (Not compatible with NFP/Official Portugal) + Lusitania 32.00Beta
rui.raen  [developer] 21 Aug, 2018 @ 8:46am
Enhancements and Bugs Report
Portugal current Layout

ALL CIVS
Ship Unit: DHOW | Naval Melee units that unlocks at Nautical Science. 35 melee strength and 3 movements.

CHINA
Ship Unit: JUNK | Replaces Dhow and unlocks at Military Tactics. +10 melee strength and -1 movement.

PORTUGAL
Unique Ability: LUSIADS | Establishing a Trade Route with a City-State provides an envoy with said City-State. Each International City provides a free trading post. After researching Nautical Science, Naval units gain the ability to enter ocean tiles and built into fleets or Armadas.

Unique Unit: NAU | Unique ranged naval unit that unlocks at Cartography. May pillage coastal tiles. Upon moving adjacent to a coastal plain terrain of a city-state, places a Feitoria on it. Anchored at Porto (with Porto Maritimo), adjacent to a commercial hub and subsequently to city center, places Bairro Alto National District in a Hill adjacent to city center.

Unique Infrastructure: FEITORIA | Improves all plain tiles in a coast of a City-State, claiming the tile it's on. Provides extra amenities and gold for each trade route with the city-state, and even more if Portugal is the Sovereign. This improvement provides significant yields in food, production, and gold to its tile. May only be built by Nau.

Unique Unit: GRANDE EXPLORADOR | Replaces great admiral but its a land unit instead with no Embark/Disembark Cost. Like great admirals some build units (Portuguese ones) instantly and other bonus on activation. Aditionally, some make great writings

Unique Unit: PASTOR LUSITANO | Replaces Scout. +5 strength. +1 view and movement.

Unique Unit: BARCA | Replaces Dhow with +5 melee strength.

AFONSO DE ALBUQUERQUE
Leader Unique Ability: MARE CLAUSUM | Mare Clausum Receive +2 Gold for each Feitoria. All Ranged Naval Units receive +1 Range and All Naval units Heal at a faster rate.

Leader Unique Unit: CARAVELA REDONDA | Replaces Caravel with +5 Combat Strength. Gains additional strength when within two tiles of an embarked Trader Unit, and increases the Combat of adjacent Naval Units by +5.

NAU | (...) Also anchored at Porto (with Porto Maritimo), adjacent to a commercial hub and subsequently to city center, places Casa da India National Wonder in Commercial Hub.

JOÃO II
Leader Unique Ability: SEA DEVOTION | Portuguese renaissance naval units are able to enter in city states territories regardless of your level of influence with them, start with the 'Volta do mar' ability, which gives +1 movement in open sea, and can be purchased at half price.

Leader Unique Unit: CARAVELA LATINA | Replaces Caravel and Unlocks with Exploration. +1 Movement on coast and navigates Ocean Irregardless of the Tech. Upon moving adjacent to an uncrowded Coastal hill with an adjacent Luxury or Resource, places a Padrao on it. Anchored at Porto (with a Estaleiro) and in an adjacent Campus with a subsequent CLIFF, places Escola de Sagres NATIONAL WONDER in Campus.

Leader Unique Infrastructure: PADRÃO | Improves all hills with adjacent Luxury. Claims the tile it's on and grants +1 Movement for Naval Units starting their turns next to it. May only be built by the Caravela Latina.

MANUEL I
Leader Unique Ability: MANUELINE STYLE | International Trade Routes to other civilizations provide +4 Culture for Portugal, 1 extra diplomacy slot, -50% of war weariness

Leader Unique Unit: MONGE JERONIMO | Unique Monk Missionary. 120 religious strength. Cannot enter other nations' territory without Open Borders. Has +35 Religious Strength bonus in friendly territory (But not if near cities that follow the Inquisitor's religion).

NAU | (...) Also anchored at Porto (with Porto Maritimo), adjacent to a holy site hub and subsequently to city center, places Mosteiros dos Jerónimos National Wonder in Holy Site.
Last edited by rui.raen; 21 Aug, 2018 @ 8:58am
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Showing 1-15 of 17 comments
jorgeinlx 25 Aug, 2018 @ 5:33pm 
Once again, thank you for the great work you're doing with this.
Here's what I've found so far playing with Albuquerque.

BUG - Caravela Redonda does not increase the combat of any adjacent naval units. I've tried at least a few different units and it did nothing.

COMPATIBILITY - I'm using another mod called "Better Coastal Cities and Water Tiles" that changes Harbors, but Porto remains unchanged so I guess they're not compatible.

ENHANCEMENT - The +1 range on all ranged naval units is just too much. Playing Albuquerque is just a matter of surviving until you can build NAUs (or any other naval units with range 2) and then you just obliterate any city at range 3 because there's no way to fight back this kind of range at this point in evolution. I would suggest finding some other bonus that doesn't unbalance so much because the game just loses interest at this point.
rui.raen  [developer] 27 Aug, 2018 @ 9:15am 
Hi, many thanks once more :)

BUG: I think that Caravela Redonda ability is still missing, I will check it out soon.

NOTE: In meanwhile I solved diplomacy screen bug.

COMPATIBILITY: I will check that mod, but maybe its using scripting and calling harbor directly.

ENHANCEMENT: Would it be solved to add this power to Nau only?

Thanks a bunch for all your feedback.


rui.raen  [developer] 30 Aug, 2018 @ 2:04pm 
Added Custom Portuguese Music!

https://www.youtube.com/watch?v=PIVR5bPyUBs
jorgeinlx 31 Aug, 2018 @ 10:11am 
BUG: Thanks!

NOTE: Perfect now :-)

COMPATIBILITY: If you can solve this, wonderful. I like playing with better coastal cities because it balances them vs inland cities, but with Porto I lose some of the advantages (and the other players with normal harbors still have them).

ENHANCEMENT: This is tricky…
All naval units already heal super fast, then NAUs have better sight, better movement and can be built sooner (vs Frigates) among other more specific abilities.
All ranged units having +1 range doesn’t make them much more dangerous against other naval, but makes them able to attack any city outside their defensive range. And this is very unbalancing. (Well, not ALL cities, but most maps will have many cities near a shore, if not coastal.)
Restricting this to NAUs makes it a little better, but I still have doubts.
In the game I’m playing, I started with two NAUs after researching them, and then I was just conquering one city after another. I only used other ranged units latter when I was able to upgrade lesser units to Frigates, but the world is pretty much already mine.

Dominating the seas can be achieved by other less unbalancing things that don’t involve +1 range (which is achieved by the 4th promotion if you have enough XP).
My best recommendation is all naval units starting with a free promotion.
Or maybe like the Spanish in CIV V with the Conquistadores that could found a city. Maybe NAUs could come with one charge that could allow them to start a coastal city.
Other things to consider would be even more movement, more firepower, or less production cost.

MUSIC: Lovely! Some of the tracks though are a little loud. I had to reduce the Music volume after awhile…
rui.raen  [developer] 31 Aug, 2018 @ 11:33am 
Hi, many thanks for the feedback!

As for Nau, it was really powerfull against cities, they were like the battleships of the time, but also commercial. Galleons instead are for battling other ships, and caravela redonda was specialized caravel to defend the commercial ships, aka Nau.

Looking into history, Albuquerque in first return from india told Manuel I that to control the trade portugal had to conquer city states, at least those who oppose portugal trade dominance. Also mare clausum was to be imposed. And so it was, by the hands of Albuquerque. Portugal had few people and travelling to india took a whole year. So how portuguese dominated trade so fast and in few years, the answer is Nau, one single Nau like flor do mar could blow a city with its artilhery, and collect the goods also.

In other versions of the game they were only commercial ships, but they exist, they were used like traders and called black ships, from japan to lisbon. But the others naus were used more to conquer city states. And with albuquerque mastery he knew where to be to hit them. And in few years he dominated the place.

Frigates came later and they wouldnt win if portugal dindt lost their king, and passed to the hand of spanish, who displaced portuguese ships for their own benefict, with many lost with spanish errors.
But also portugal had no money, that campaings and maitaining all of it, probably bankrupt, maybe putting naus with double price solve balance
Last edited by rui.raen; 31 Aug, 2018 @ 11:48am
jorgeinlx 6 Sep, 2018 @ 11:27pm 
Good morning.

BUGS:
- Pastor Lusitano does not upgrade to Explorer as the Scout does (and Pastor replaces Scout in Portuguese CIV)
- Lusiads does not give the ability to make Armadas at Exploration, Fleets ok at Nautical Science

ENHANCEMENT:
- Barcas, NAUs, etc, should upgrade to something? Or is this on purpose?
rui.raen  [developer] 6 Sep, 2018 @ 11:40pm 
Hi there,

BUGS:
- True, I will see that to add the upgrade.
- Did you got the lastest releases of the game? I solved this recently, all at exploration.

ENHANCEMENT:
- Its on purpose this time.
jorgeinlx 7 Sep, 2018 @ 6:48am 
BUG:
- I was only able to form an Armada of NAUs after Mobilization, but had fleets long before. I did this tonight with the latest updates you made.

ENHANCEMENT:
- I guess it's a way of balancing NAUs and other units that come with much advantage. It actually makes some sense. They make you very powerful in a specific period in time, but you have to think about what you want otherwise you could get stuck with NAUs and Caravelas while other CIVs evolve and upgrade to battleships, etc...
On the other hand, it doesn't make sense that I can upgrade all other units and not these.
(And I still think the +1 range in Albuquerque is too much.) ;-)
rui.raen  [developer] 8 Sep, 2018 @ 7:53am 
Hi there,

BUG: Just tried again, 2 naus first fleet and then armada with one more nau, and all worked at exploration. Maybe removing mod and adding again?

ENHANCEMENT: I will make Nau expensive ship, that way makes more sense to me.
Last edited by rui.raen; 8 Sep, 2018 @ 8:57am
rui.raen  [developer] 22 Sep, 2018 @ 10:35am 
Added new leader, João I :-)

Illustrious Generation Ability

Provides one Great Person point per turn from All Genres but excluding Great Musician and Great Engineer. Gains a free spy at Guilds.

Mestre de Avis Unique Unit

Replaces Spy. Recruit Partisans even without neighborhood district and starts with Seduction and Quartermaster promotions.
rui.raen  [developer] 10 Nov, 2018 @ 1:42pm 
Finally diffrent ships look&feel for each one added in this mod.

All from civ 5, thanks to @deliverator from making them easily available.
rui.raen  [developer] 21 Nov, 2018 @ 6:40am 
Added Pince Henry, that closes the Leaders I wanted for Discoveries Era (still to do and solve some stuff in their resources tough).

Teaser:

Portugal, To play as Lusiads!, Nau (Unique Unit) -> Feitoria (Unique Infrastructure) -> Bairro Alto (National District) -> Barca (replaces dhow) -> Pastor Lusitano (replaces Scout)
Joao I, To play more espionage and with great people -> Mestre de Avis (replaces Spy) -> Casa de Ceuta (national Wonder)
Prince Henry, To play Economic Exploration and Sea Power -> Caravela Latina (replaces Caravel) -> Escola de Sagres and Casa da Guiné (National Wonders)
Joao II, To play fully blown Exploration -> Caravela Latina (replaces Caravel) -> Padrão (unique infrastructure) -> Casa da Mina and Armazém da Guiné (National Wonders)
Manuel I, To play more Religious and Diplomatic -> Monge Jerónimo (unique Monk) -> Mosteiro dos Jerónimos and Torre de Belém (National Wonders)
Albuquerque, To play fully blown Sea Power -> Caravela redonda (replaces Caravel) -> Casa da Índia (National Wonder)
rui.raen  [developer] 20 Jan, 2019 @ 3:26pm 
Comming soon:
- Galeão for Manuel I
- 2 new leaders ;)
Gilbertomaga 3 Apr, 2020 @ 4:39am 
Excellent work, tks.
I have only one problem, the custom music has some bad tracks,
there are some ambient music that has a rock style, which is not the objective of the game. Sometimes you hear an electric guitar and I think that is very bad.

I found at least one 15Moonspell - Sons Of Earth.wav
Can you check that?
rui.raen  [developer] 3 Apr, 2020 @ 12:51pm 
Hi, many thanks! Appreciate it.

There are four more rock style musics that are played when you at war. If you want I sent you a file to substitute, to remove those.

I fond of the idea of war music, but theres a bug tought that sometimes plays war music when others enter at war and not you.


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