Sid Meier's Civilization VI

Sid Meier's Civilization VI

FlameAndFrost's Republic of Venice
FlameAndFrost  [developer] 17 Jun, 2021 @ 7:37am
Frequently Asked Questions
FAQ:

-- Q: Why should I subscribe and play this civilization? What should i expect?
-- A: Venice introduces an unique gameplay style to Civilization VI, allowing you to create the strongest and most versatile infrastructure possible, within reason.
Roughly at late medieval era, with proper planning and strategy, Venice can be one of the strongest civs within the game, but watch out: you are still very vulnerable because of your one city and impossibility to directly create settlers, so avoid making enemies until you manage to get your own cities, and you will fall off if you don't.
It's similar to the snowball playstyle: from humble beginings early, to a massive powerhouse late, if you can reach there.

-- Q: How does the Borough's adjacency work exactly?
-- A: Boroughs are autonomous administrative divisions that can be thought of as the residence of your workforce outside of your city center, working the tiles around them. Every time you build an improvement, that tile gains bonus yields (eg. Farms, without any technologies, give +1 bonus food to the tile]. The boroughs send workers to those improvements, collecting an equivalent output to the Borough, and therefore, the city. As you progress through the civics and technologies, your other improvements start giving a better output, and therefore so does the borough.

The workers from the boroughs also work on districts, with the exception of the Encampment, Aerodrome and Spaceport, through the same thought process, increasing the borough's output. Having a borough next to a specialty district (Theater Square, Industrial Zone, Campus, Holy Site, Commercial Hub and Harbor) also gives an adjacency bonus to that specialty district.

Non-productive tile improvements, such as the Fort and Zombie Defense's traps and barricades can't be worked, therefore have no synergy with the Borough. Boroughs also cannot work Vampire Castles, but who is to say that the vampires can't exploit the workers?

-- Q: Why so many unique features? Isn't that way too many? And why Venice?
-- A: This mod is based upon the old Civ V Venetian experience, but with the inexistance of puppeting city mechanics, replicating this would be extremely unlikely.

So my thought process was: "how to make a civilization limited to one starting city, without making it completely unfun and punishing to the player in this setting?"

Then my attention turned to another 4X game, Endless Legend, and their Cultists' civilization, which this modded is also heavily inspired. In Endless Legend, the district tiles expand the "area of influence" and yields of the city, allowing them exploit their surroundings, and the Cultists civilization make full use of this mechanic, while also being an one City civilization. With this mechanic in mind i made this mod, but it couldn't be fully translated without heavy changes to Civilization IV without making it broken.

So to answer the question: are there too many unique features? Yes and no. For one, the Burgess Caravan and Borough are a core mechanic to the Civilization and Leader. They are unique Unit and Improvement respectively, because technically they also are and couldn't not be included.

But having core mechanics be included as the civilization unique features feels lacking. So to expand the civilization to not be just an one-trick pony, the Stratioti and Galleon were created, solid but quite vanilla UUs for you to make use.

-- Q: Are there no ways to have multiple cities with Venice?
-- A: There are ways, that i do recommend you should take, but they are less direct approaches. Capturing cities from other civilizations are obvious and perfectly viable possibilities.

There is one more way that I'm aware of, for the more cunning ones out there: Burgess Caravans, when captured, become settlers. This is intentional, as other civilizations have no use for Burgess Caravans, and destroying them just wouldn't be rewarding enough for other civs as it would capturing a settler. So you can let a Burgess Caravan be captured by an enemy or barbarian unit, convert it, and try to take them back. Just make sure you do it fast, before it is lost for good.

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 other civilization's settlers do not convert them into Burgess Caravans. 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. The "Religious Settlement" pantheon is also completely unchanged, if you are able to get it first, you get a free settler.

-- Q: The Borough's Culture Bomb can't claim tiles from beyond a 3-tile range from the city center. Is this a bug?
-- A: No, its just how Culture Bombs work. 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 have a culture bomb feature. Reaching further can be done, but changing this would affect every other civilization, which i wish to avoid.

-- Q: There is a Venice City-state in game, has it been replaced?
-- A: The code for replacing the Antioch/Byzantium/Venice city state's name and icons were all implemented. For whatever reason though, its being overwritten on game load. Try as i may, i have not managed to do it, so it's been left on the backburner for now. This shouldn't create any issues though.

-- Q: Do you have any plans to keep this updated?
-- A: Yes, I plan to keep this updated. There are plans for more content and art, but no promises.
Last edited by FlameAndFrost; 22 Jun, 2021 @ 12:09pm