I’m really trying to add Phyrexians from MtG to civ 6, and I’ve tested these features individually by cannibalizing other mods but I can’t get it to all work together. The outline for the civ, leader, improvement, and unique units are as follows:
Scout unit: walker. Fast and high visibility, but weak. Ignores ZOC, 6 movement, 4 sight and 6 combat strength.
Late game unit: Dreadnought. Unlocked early, scales with melee training. Replace swordsman
Leader: Yawgmoth
Vivisection: combat victories yield science and great engineer points
Shadows beyond death: grants stealth to all units.
Civ: Phyrexia
Corrosive oil: damages foreign units that start their turn in your territory. Marsh tiles yield +1 faith and science. Adds production with replaceable parts and culture with feudalism. Your units ignore movement and defense penalties for marsh tiles.
Improvement: oil spill. Increase adjacent tile yields while making the improved tile unworkable. +2 food, +1 science and +1 production to adjacent tiles, double for marsh
Scout unit: walker. Fast and high visibility, but weak. Ignores ZOC, 6 movement, 4 sight and 6 combat strength.
Late game unit: Dreadnought. Unlocked early, scales with melee training. Replace swordsman
Leader: Yawgmoth
Vivisection: combat victories yield science and great engineer points
Shadows beyond death: grants stealth to all units.
Civ: Phyrexia
Corrosive oil: damages foreign units that start their turn in your territory. Marsh tiles yield +1 faith and science. Adds production with replaceable parts and culture with feudalism. Your units ignore movement and defense penalties for marsh tiles.
Improvement: oil spill. Increase adjacent tile yields while making the improved tile unworkable. +2 food, +1 science and +1 production to adjacent tiles, double for marsh