[GS] Phoenicia Discussion Thread

Well...I guess its ok Civ in my opinion , just not too different from others , capital swap is interesting , but for it to be strong , capitals should have bigger bonuses. Problem is naval strategies are bad.

Oh and about her looks. Gorgo , Gitarja, Dido has same dress with slighly different model , Civ5 Dido looks waaay better. Also the face looks like cleopatra from hbo Rome tv series..And Eleonor from leak looks to have another red gown so it will be 6or7 female leaders with red dresses in game.
 
I mean this thread has literally been all over the place, between “best waifu broken civ” to “literally unplayable”, and half the fun is debating it.

Until the game is out, all we can do is speculate on how strong the Civ is based on Rise and Fall mechanic.

My stance remains that I think she can be quite powerful with the right strategy and supporting her core abilities with outside support, and I’ve yet to see anything to dissuade me from this.

She’s similar to the Inca and the Cree, where they get bonuses to creating an infrastructure as opposed to overt bonuses, which I feel like are possibly more popular (at least from a cursory reading of the forums here).

It’s hard to debate her merits, or lack of, based on “she’s trash, cuz reasons” though

The Cree are FAR more powerful than Phoenicia. They have the best UI in the game, the largest cities, and generate the most gold. The Cree UI alone is better than everything Phoenicia has combined.

Problem for Dido is that she has no increased anything really outside of settlers and ships. If her trade routes were better she could at least gain extra benefits from spamming cities. As it stands, she will have some gimmicks but otherwise suck.
 
I think the reason she has the 40% buff next to her unique improvement is because Desert tiles are suboptimal. (Coastal tiles were in R&F, but this may/likely change in GS so we will need to wait and see for that one.) (personally)

I agree on what you say. We will have to wait and see if coastal and ocean tiles are still sucking as they do right know. Because in that case... i think my argument is more than valid.

She also doesn’t have the drawbacks that come with the Mali and Maori, so she not quite as unique or as overtly powerful, but I don’t think it’s fatal (personally)

I don't mean that Phoenicia is fatal. What I really mean is the fact that being in the same Exp than Mali and the Maori, to which is very similar, had undermine its possibilities. Phoenicia could have been perfectly in R&F or in the next Exp after GS and their abilities would have been more accurate and balance than in same Exp that has Mali, the comercial superpower, and the Maori, the "water-born-nation". Because Phoenicia had both realities inside its diffuse borders: they were sailors and shipbuilders, and taders.

Anyway, I think that what really bothers me is the lack of uniqueness that other civs in this Exp have gotten. I was hopping for another radical approach for Phoenicia. Only coastal cities with a unique citycenter with harbour capabilities sounded just perfect for me.

Will have to wait for Modder for a different perspective.
 
The Cree are FAR more powerful than Phoenicia. They have the best UI in the game, the largest cities, and generate the most gold. The Cree UI alone is better than everything Phoenicia has combined.

Problem for Dido is that she has no increased anything really outside of settlers and ships. If her trade routes were better she could at least gain extra benefits from spamming cities. As it stands, she will have some gimmicks but otherwise suck.

Her trade routes are better in so much that coastal trades are going to be stronger and her area of focus will be getting coastal cities. Additionally, she gets to her lighthouse faster due to the reduced costs of her district, and increased settlers and making loyalty a triviality allows for more cities and thus more trade routes. She also gains 4 bonus trades routes, and two of them come extremely early.

Civ VI is extremely wide focus, so despite the hyperbole, a Civ that gets bonuses to creating and distributing settlers is never going to be “awful”, but I can understand why people may have been looking for more uniqueness.

Also, it’s worth pointing out that other Civs having something, doesn’t make another Civ bad. It’s all about context and opportunity.

I’ve pointed out why I believe Dido will have a strong trade focus, but I think it requires some digging and thought that many people aren’t willing to dig into because they don’t care enough about her as a person or a Civ, and this is fine.

Also, as I mentioned in a previous post, while I don’t agree with your point about the Cree ( though I do think they are strong), something like “what I dislike about Dido is that she doesn’t seem to have much benefit to trading, unlike the Cree who have a trading focus and a great UI to complement it” is more constructive than “this sucks, worst thing ever, trash” etc.

All of these discussions are our own opinions based on how we read the story, and we only have half the book...
 
Hmm I dont know if someone mentioned this, but their ability to change your capital and Colonial Taxes policy card have some potential. +10% production and +25% gold in your best and developed cities is significant.

Not sure if this has been said before, but that policy card does say "not on your original Capital's continent'"

I think this plays into the discussion around whether the Palace moves or not when moving your Cap. It wouldn't make much sense to me, I don't think a building needs to move to determine where a Capital sits - see Philadelphia and Washington DC. I'd imagine it's the loyalty aspect (is this decoupled from the palace already?) and City bar marker (the star) that moves with the Palace remaining in place and designating your "original" Capital.
 
Not sure if this has been said before, but that policy card does say "not on your original Capital's continent'"

I think this plays into the discussion around whether the Palace moves or not when moving your Cap. It wouldn't make much sense to me, I don't think a building needs to move to determine where a Capital sits - see Philadelphia and Washington DC. I'd imagine it's the loyalty aspect (is this decoupled from the palace already?) and City bar marker (the star) that moves with the Palace remaining in place and designating your "original" Capital.

From the video, it looks like you can see the palace moving from one city to the next.

Then again, the video also explicitly says she can move her original capital, so it seems there is some confusion going on which will be cleared up tomorrow.

The extra hammers gained from the palace and the city state envoy bonuses does mean that the new capital can get up and running real quick.

I think Casa De Conahwialzhwkak(sp) DOES work though because it deals with non-home continent, which is presumably where your capital isn’t. Plus it needs to be with a government plaza, and given the district bonuses it comes with, you would assume that will be her most developed city so she should have a good shot at it
 
The think anyone initially disappointed is either the victim of overhype and a lengthy period of knowing she is in the game before she’s revealed, and speculation of what her abilities could be.

Additionally, I think they could have possibly announced the Maori last because they have raised the expectations for how Civs change the game quite considerably. I suspect if Dido came first, she would have seen way more revolutionary.

It doesn’t help that the analysis videos around her all centre around her viability for Deity wins on any map, and it’s undeniable that other civs can do this better. However, Deity wins are not my primary concern because of how skewed they are by domination (or being Korea).

I agree 100%, the Maori set the bar REALLY high. They start out in the ocean which no other Civs does, their unique amphitheatre gives a crazy amount of Culture and Faith to passable tiles in your city when there are a good amount of passable tiles in every city. Plus extra production to unimproved woods and jungle and a crazy strong Classical era UU to top it all off.

Practically anything is downhill from there.
 
Not really a fan of the apologist perspective either. No the Maori didn't "set the bar high". They have a unique gimmick (start on ocean) which is far more RNG than anything else I can think of and get bonuses to yields that again rely on actually having those yields (although they are definitely strong). The production from forests requires you to not improve it. The culture and faith requires you to not remove features. It's fun and creative for sure (Maori is #2 on my list to play), but that has nothing to do with power. The perceived power of strict yield buffs is what draws people, but that's not the only way to win.

Look at this for example

The Cree are FAR more powerful than Phoenicia. They have the best UI in the game, the largest cities, and generate the most gold. The Cree UI alone is better than everything Phoenicia has combined.

Problem for Dido is that she has no increased anything really outside of settlers and ships. If her trade routes were better she could at least gain extra benefits from spamming cities. As it stands, she will have some gimmicks but otherwise suck.

This 1:1 comparison is pretty funny and already pretty hyperbolic. These civs aren't mean to be strictly stronger than any other civilization. They're meant to appeal to a certain style while remaining faithful to what made a civilization unique.

Right off the bat, Cree starts with 1 extra trade route at Pottery but Phoenicia outstrips it at 2 very early ones and then another 2. Also a minor buff to Government District city. Cree absorb land with trade routes. Fun but pretty RNG to make use of reliably.

The Cree have a unique land improvement which means that in order to exploit it you don't settle coastal tiles. This means that the Cree don't really particularly care for coast.

Phoenicia love coast, and will settle almost exclusively on coast. They will also typically have more cities as they have more opportunities to settle them well into the mid-game irrespective of loyalty issues other civilizations may face.

So here you have one civilization that avoids coast and has less cities. Here you have another that has plenty of coastal cities.

We know that sea trade routes have doubled yields in civ6. That instantly puts the Cree at a disadvantage unless they settle on coast and build those Harbors. However if they settle on coast they lose potential UI spots. They would have to settle a bit more inland and then build a district that they barely make use of in comparison as they have less coastal tiles. So yield advantages from the trade routes are already gone UNLESS they sacrifice a few UI spots.

And that's the thing. A UI is only as good as how much benefit it brings over another improvement. It's definitely strong but what's the opportunity cost to use it? How many Makewaps do you have in the early game? You'll probably use like 2? At that point resources are still competitive in yields unless you get a really lucky cluster of resources. They don't really kick in until your population is high enough

How far in the game are you at this point? Phoenicia already has more cities than you, with potentially more yields overall, more districts, more everything. Keyword: Potentially. Cree has a more vertical design. Phoenicia has a more horizontal one. This does NOT mean that Cree can't have more cities (particularly if they play their cards right) but we're talking about a standard, average situation here.

What's left at this point? The UUs? Both are impactful for their time. Scout promotions are arguably better but just how many scouts are you going to build?

Phoenicia gets bonus to naval construction and combat. Cree get alliance boosts. Phoenicia gets to defend its coastal cities on navy pretty damn well and poses a massive threat to any civilization that settles on coast near her (or elsewhere for that matter).

And I haven't even gotten to the capital swap (which brings a whole set of implications, particularly having multiple strong cities in a wide empire), which in itself adds even more potential to what can be accomplished.

So no the Cree aren't "better". They do something else, in a more direct manner. Phoenicia does something else. Phoenicia could have had massive trade route yields, but then they wouldn't have settler bonuses. It's a give and take.

You'll get your rocks off playing Phoenicia by pumping out settlers, settling -20 loyalty cities, flipping empires peacefully as you absorb them into your trade empire. while having a near immortal navy.

If you want big tile yield porn posts on reddit, go play another civilization. Might I suggest Indonesia?
 
This civ seems a bit more basic than the previous ones, and as usual the strength of naval focused civs is more situational and relies more on map RNG than that of other civs. To me personally, as somebody who plays primarily on on huge maps with rather fragmented landmasses, the bonuses appear to be not as bad as some people here seem to think. With continents being quite huge on the larger map modes it'll mean I can squeeze in a lot of cities in places where I normally wouldn't. I also took a good look at the cothon during the video and the production cost is only 27 compared to the harbour's 54, so you'd be mad not to take an early advantage of the bonuses as they'll help you expand really quickly in the early game.
 
You still trying to frame their snowballing potential as a negative?

There is no "snowballing potential". There's a minor speed boost to a couple of settlers to get up one or two of your cities slightly earlier, at best. It's not a negative - it's simply marginal.

This isn't Civ5. Coastal cities in Civ5 were optimal due to trade route stacking and you unlocked them via techs so you never needed to expand. Just needed 1 coastal city... trade routes are now locked behind building districts.... in many cities.

You need a navy only if you have something to fight or defend against. The AI doesn't build navies in Civ VI - less so even than in Civ V - and you don't need very many ships to take coastal cities (in fact, because of simple space requirements, you can't have more than one or two melee ships attacking cities at a time). Over the course of the game you might want half a dozen naval units at best. There's a reason the naval production card was only ever used as an exploit - an exploit that will not exist in GS.

2 admiral points... and +2 gold and 4 loyalty if and only if it's on a separate continent. How is +50% production to all naval units and settlers insignificant?

See above. You aren't using the naval bonus very often, and the settler bonus is only relevant for a short period in the game and probably only in one city where you focus your settler production. And no one's suggesting the English bonuses are very significant anyway.

Because England does not have the ancient/classical settling bonuses, nor does it have ancient era uniques other than the dockyard.

It's been explained multiple times that the settlement bonus is marginal given the opportunity cost. The table assuming a 10 production city shows a gain of 2 production towards every settler assuming you also have Ancestral Hall and Early Empire - which is a 20% bonus to the first with diminishing returns on every further one. Yes, the bonus is more impressive without either of those, but then if you aren't using both you're just producing settlers at the same rate as civs that are.

One classical era Golden Age from one extra +4 era score isn't all that impressive since Classical Golden Ages are some of the easiest to come by for most civs, since that's when you're unlocking the easy Eurekas, building your districts, clearing camps and getting incidental era score from finding civs and Natural Wonders. Both England and Phoenicia will usually get the extra buff from 'first naval unit' and 'coastal city'. Just how many cities with +4 harbors do you expect to have by the Classical Era? If you want a Classical Golden Age as England you can get one with no real effort, which begs the question - why aren't they dominating with Free Inquiry?

The bonus is 50% bonus to all settlers in a city with a Cothon.

See above.

It takes a half-priced Harbor to get there... if you built a Government Plaza even less...probably would take like 3 turns.

Ultimately, Civ is a game about raw production - 3 turns to build a harbor and Government Plaza and the 48 production it takes to get there are 3 turns and 48 production not being spent on a settler. It might well be worth the investment as the districts are good in the long term and you want to build districts fairly early, but it's not providing any real discount on the cost of your settlers until you've already produced several.

And unless all civs are wide, all civs take colonization policies, and all civs invest in ancestral halls.... you are severely overestimating just how much competition Phoenicia will have.

It's very rare not to invest in Ancestral Halls or Colonization- Civ VI has no 'tall vs. wide' dichotomy. Every civ wants the same approximate number of cities and wants them early.

Meanwhile, coastal spots are not limitless and if the AI is programmed in GS to favour them as they're now better than they were, they will be in shorter supply than they are now.
 
Not really a fan of the apologist perspective either. No the Maori didn't "set the bar high". They have a unique gimmick (start on ocean) which is far more RNG than anything else I can think of and get bonuses to yields that again rely on actually having those yields (although they are definitely strong). The production from forests requires you to not improve it. The culture and faith requires you to not remove features. It's fun and creative for sure (Maori is #2 on my list to play), but that has nothing to do with power. The perceived power of strict yield buffs is what draws people, but that's not the only way to win.

Look at this for example



This 1:1 comparison is pretty funny and already pretty hyperbolic. These civs aren't mean to be strictly stronger than any other civilization. They're meant to appeal to a certain style while remaining faithful to what made a civilization unique.

Right off the bat, Cree starts with 1 extra trade route at Pottery but Phoenicia outstrips it at 2 very early ones and then another 2. Also a minor buff to Government District city. Cree absorb land with trade routes. Fun but pretty RNG to make use of reliably.

The Cree have a unique land improvement which means that in order to exploit it you don't settle coastal tiles. This means that the Cree don't really particularly care for coast.

Phoenicia love coast, and will settle almost exclusively on coast. They will also typically have more cities as they have more opportunities to settle them well into the mid-game irrespective of loyalty issues other civilizations may face.

So here you have one civilization that avoids coast and has less cities. Here you have another that has plenty of coastal cities.

We know that sea trade routes have doubled yields in civ6. That instantly puts the Cree at a disadvantage unless they settle on coast and build those Harbors. However if they settle on coast they lose potential UI spots. They would have to settle a bit more inland and then build a district that they barely make use of in comparison as they have less coastal tiles. So yield advantages from the trade routes are already gone UNLESS they sacrifice a few UI spots.

And that's the thing. A UI is only as good as how much benefit it brings over another improvement. It's definitely strong but what's the opportunity cost to use it? How many Makewaps do you have in the early game? You'll probably use like 2? At that point resources are still competitive in yields unless you get a really lucky cluster of resources. They don't really kick in until your population is high enough

How far in the game are you at this point? Phoenicia already has more cities than you, with potentially more yields overall, more districts, more everything. Keyword: Potentially. Cree has a more vertical design. Phoenicia has a more horizontal one. This does NOT mean that Cree can't have more cities (particularly if they play their cards right) but we're talking about a standard, average situation here.

What's left at this point? The UUs? Both are impactful for their time. Scout promotions are arguably better but just how many scouts are you going to build?

Phoenicia gets bonus to naval construction and combat. Cree get alliance boosts. Phoenicia gets to defend its coastal cities on navy pretty damn well and poses a massive threat to any civilization that settles on coast near her (or elsewhere for that matter).

And I haven't even gotten to the capital swap (which brings a whole set of implications, particularly having multiple strong cities in a wide empire), which in itself adds even more potential to what can be accomplished.

So no the Cree aren't "better". They do something else, in a more direct manner. Phoenicia does something else. Phoenicia could have had massive trade route yields, but then they wouldn't have settler bonuses. It's a give and take.

You'll get your rocks off playing Phoenicia by pumping out settlers, settling -20 loyalty cities, flipping empires peacefully as you absorb them into your trade empire. while having a near immortal navy.

If you want big tile yield porn posts on reddit, go play another civilization. Might I suggest Indonesia?

Or The Netherlands because those polders get FAT!

Both the posts really highlight the overall point though! Beauty is in the eye of the beholder, and the same goes for Civ appeal!
 
There is no "snowballing potential". There's a minor speed boost to a couple of settlers to get up one or two of your cities slightly earlier, at best. It's not a negative - it's simply marginal.



You need a navy only if you have something to fight or defend against. The AI doesn't build navies in Civ VI - less so even than in Civ V - and you don't need very many ships to take coastal cities (in fact, because of simple space requirements, you can't have more than one or two melee ships attacking cities at a time). Over the course of the game you might want half a dozen naval units at best. There's a reason the naval production card was only ever used as an exploit - an exploit that will not exist in GS.



See above. You aren't using the naval bonus very often, and the settler bonus is only relevant for a short period in the game and probably only in one city where you focus your settler production. And no one's suggesting the English bonuses are very significant anyway.



It's been explained multiple times that the settlement bonus is marginal given the opportunity cost. The table assuming a 10 production city shows a gain of 2 production towards every settler assuming you also have Ancestral Hall and Early Empire - which is a 20% bonus to the first with diminishing returns on every further one. Yes, the bonus is more impressive without either of those, but then if you aren't using both you're just producing settlers at the same rate as civs that are.

One classical era Golden Age from one extra +4 era score isn't all that impressive since Classical Golden Ages are some of the easiest to come by for most civs, since that's when you're unlocking the easy Eurekas, building your districts, clearing camps and getting incidental era score from finding civs and Natural Wonders. Both England and Phoenicia will usually get the extra buff from 'first naval unit' and 'coastal city'. Just how many cities with +4 harbors do you expect to have by the Classical Era? If you want a Classical Golden Age as England you can get one with no real effort, which begs the question - why aren't they dominating with Free Inquiry?



See above.



Ultimately, Civ is a game about raw production - 3 turns to build a harbor and Government Plaza and the 48 production it takes to get there are 3 turns and 48 production not being spent on a settler. It might well be worth the investment as the districts are good in the long term and you want to build districts fairly early, but it's not providing any real discount on the cost of your settlers until you've already produced several.



It's very rare not to invest in Ancestral Halls or Colonization- Civ VI has no 'tall vs. wide' dichotomy. Every civ wants the same approximate number of cities and wants them early.

Meanwhile, coastal spots are not limitless and if the AI is programmed in GS to favour them as they're now better than they were, they will be in shorter supply than they are now.

I do appreciate you taking the time to lay out your critiques, but I’m afraid I’m simply don’t agree with them.

My own counter argument is that you are basing everything on Rise and Fall mechanics and the developers have already said there are incoming buffs to coastal cities, and this buff will have the biggest direct increases to coastal based Civs.

Nor do I think you successful refute the mathematical savings on the settlers. 50% is huge. If it wasn’t, we wouldn’t build ancestral halls or use the policy cards. Harbours are essential to coastal cities, and half-hammer ones are an immense boon.

Settlers do get more expensive, but that’s the case for every single other civ, and the more expensive they get the better these bonuses become. And I don’t think it’s fair to say it’s been explained multiple times, just repeated.

And ultimately, we don’t know what the navel game will look like in GS, so your entire analysis is predicated on coast being weak. Which it may or may not be.

The difference is everyone is dealing in potential, whereas you are critiquing the as-is, which we know is going to change
 
There is no "snowballing potential". There's a minor speed boost to a couple of settlers to get up one or two of your cities slightly earlier, at best. It's not a negative - it's simply marginal.

It is not marginal. You still build more cities than others by virtue of loyalty immunity on any continent you desire.

You need a navy only if you have something to fight or defend against. The AI doesn't build navies in Civ VI - less so even than in Civ V - and you don't need very many ships to take coastal cities (in fact, because of simple space requirements, you can't have more than one or two melee ships attacking cities at a time). Over the course of the game you might want half a dozen naval units at best. There's a reason the naval production card was only ever used as an exploit - an exploit that will not exist in GS.

The AI builds navies. Coastal cities are more relevant. Navies are more relevant.

See above. You aren't using the naval bonus very often, and the settler bonus is only relevant for a short period in the game and probably only in one city where you focus your settler production.

It's relevant for the most important part of the game and continues to be relevant as long as there is land to settle.

It's been explained multiple times that the settlement bonus is marginal given the opportunity cost. The table assuming a 10 production city shows a gain of 2 production towards every settler assuming you also have Ancestral Hall and Early Empire - which is a 20% bonus to the first with diminishing returns on every further one. Yes, the bonus is more impressive without either of those, but then if you aren't using both you're just producing settlers at the same rate as civs that are.

The first 50% settler bonus is the most significant. The second one adds up. The third one even more so. For anyone to compete they need to slot a card and/or build an Ancestral Hall. That's already multiple opportunity costs that Phoenicia can either double down on or complement. No most civilizations are not going to slot Colonization very early unless they are building Settlers en masse. No most civilizations aren't going to build Ancestral Hall if they don't aim to go wide. How many of those players will be in the same game?

Your entire argument boils down to "this is situational because X might do this", without stopping to think whether X exists or will do it in the first place.

Phoenicia always has the settler bonus. Her mere existence on the map will force you to play differently, possibly suboptimally, to compete. You can't even let her get a foothold on your continent lest she start flipping your cities with her new capital.

Ultimately, Civ is a game about raw production

No it's not. It's about net overall yields. That can be accomplished tall or wide. The meta pre-GS was wide.

It's very rare not to invest in Ancestral Halls or Colonization- Civ VI has no 'tall vs. wide' dichotomy. Every civ wants the same approximate number of cities and wants them early.

And anything anyone invests will always be inferior to Phoenicia.

No cities don't want "same number of cities". They want the most cities but are forced to stop due to loyalty and safety concerns. Phoenicia lets you settle unsettle-able locations so will inevitably get more than anyone else, and has the navy to force other civilizations to capitulate.

Meanwhile, coastal spots are not limitless and if the AI is programmed in GS to favour them as they're now better than they were, they will be in shorter supply than they are now.

See the best part about not having a reliance on particular yields means that you don't even need your unique if an opportunity arises. Phoenicia is fully capable of settling inland (and if it has a lake it's basically the same as coast), with the main opportunity cost being a navy as opposed to not being able to build Kampungs.
 
I've been thinking of Phoenicia. I was unimpressed after their First Look video since it didn't lay out any of their strengths or potential but after reading thoughts in this topic I think they can be a good Civ, potentially in the second highest tier.

Bonus production towards building your Government Plaza is good plus 2 free trade routes from it early is a top tier ability. The Cothon is cheaper as it's a UD so you can get your lighthouses up quicker and thus get more trade routes earlier. Plus having your cluster of top cities, then moving your capital to another continent and using Colonial policy cards to get +25% gold and +10 production in your original cities is top notch.
 
I wouldn‘t rely too much on the potential that GS buffs coastal cities. It might be something simple as: „you can build offshore wind farms, the best power source in the game!!!“ and „coastal trade routes are mote efficient now!!!“

And don‘t forget rising sea levels, which makes coastal cities less attractive.
 
It’s also worth calling out that the overall length of the game is going to extend.

Her bonuses don’t come nearly as late as this thread would have you believe, and that goes double if games take overall longer.

At the end of the day, more cities means more overall yields. And Dido is probably the most focused Civ at being able to expand her empire, and support it internally with bonus trade routes.

I don’t think she is the most optimal Civ, not do I think she will be a Deity darling, and I do feel her kit could use just one more thing (if love some diplomacy points per settled city), but I don’t think she is weak in the slightest.
 
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