I am pushing for it. And I approve of this message. Seriously this is an easy fix Firaxis can do before the game releases. Give them writing tech for free. Why not? You gave Maori free techs. This would balance their power level somewhat and make them a little more competitive.
Phoenicia is going to be domination par excellence on Island Plate maps.
I'm not really seeing how it's really great at all victory type though. Yeah, it's got gold and a bunch of cities all spread out, some cheap districts in one city, but I don't see how that translates especially well into cultural, science, religious, and diplomatic Victories.
It's a jack of all trades, master of none, except on water maps.
My first thought was: wow they look amazing, super thematic and I am so glad to have Dido back.
Second thought was: they don't actually look all that good tho, especially if you still need shipbuilding to get these settlers out. Their bonuses aren't really that exciting compared to all the other civs revealed.
Then my third thought:
I remembered fourthings:
1. cheaper settlers are good
2. cheaper districts that generate gold are also good
3. harbors will be stronger with change to commerce city-state bonuses
4. the bulk of your expansion should actually occur POST building your government plaza building that gives settler prod bonus + free worker. Which also gives you 2 trade routes if you're Dido ( gov district + building) + all the cothons you will be building will also be building lighthouses + sea trade will be more beneficial in GS.
So in summary: these bonuses may seem a litttttttle underwhelming at first glance but i think they will add up to a strong civ.
Dis starts first game, ends up inland with no access to water.
Seriously, this is a challenging civ. I am surprised someone said they seem like the strongest of the new civs. They seem like one of the weakest. But in the hands of the human player they can succeed. The AI will most likely struggle with them.
Initial tech strat will be seriously challenging. You want some basic techs to defend yourself from attack (archery and possibly bronze working), but you need to get up to both shipbuilding and celestial navigation. Neither tech comes particularly fast.
I wonder if they decided to make a loyalty flipping civ as the Mapuche hadn't quite worked as they intended? I like the loyalty mechanic so it would be nice to see it taken advantage of. How much of a boost does your capital actually give to loyalty? Trying to work out how viable a play style it would be...
I think it's currently 1 additional pressure per pop in the capital, on top of the normal pressure, which is based on the type of age (so 0.5, 1 or 1.5).
Now that my mourning of the Carthagian Elephants is done, some thoughts on Phoenicia:
Founder of Carthage: This is something I wish every Civ had, but as a unique, it’s a little underwhelming. Outside of alleviating some loyalty pressure on another continent if you slip into a dark age, it seems mostly gimmicky. The bonus production and trade routes, however, seems really, really good. It’s only for one city, since it’s tied to the Gov. Plaza, but the bonus is so good that I don’t particularly mind.
The most important feature in civilization 6 is expansionism. Everything scales with number of cities and Phoenicia has all it needs to expand on coast.
If I'm disappointed it's the lack of trade boosts beyond trade route count. I also expected the Cothon to have some coastal buffs.
Frankly I'm still convinced we're missing something. There are often hidden bonuses that we are not aware of from the base descriptions. Perhaps she can build the Government Plaza up to 3 times.
Mixed Feelings. Seems strong but boring. Was expecting a science focused civ with boosts to maritime trade.
Founder of Carthage: +1 trade route capacity (up too +4) and +50% production to districts is pretty strong but how much of a priority is the government plaza when you are a coastal civ with spread out districts (and no early culture boost to get it quickly). Moving your capitol is a gimmick more than anything else, how often is that going to help you. Having one "super city" is thematically appropriate for a civ like Rome or the Ottomans, not sure how they justify giving it to what was essentially a confederation of merchant city states.
Mediterranean Colonies: +100% loyalty to coastal cities would be nice if their wasn't the same continent restriction. Think of TSL, all of your "colonies" will be in Europe and Africa. I really wish instead it was +X loyalty/turn for coastal cities in general. The settler mobility is very nice, you will be able to disembark and settle flatland in the same turn.
Bireme: Normally not a fan of Galleys but like with Norway being able to build +150% unique units will be very nice. I am very surprised that they made a 2nd Galley UU instead of making a replacement for the quadrireme. With the nerf to chop overflow I doubt I will be building much of a naval anymore unless the map really calls for it. Can keep at least one or two around the whole game to protect trade routes.
Cothon: I like this district. Production modifiers will be much less useful (especially naval ones) now that they have removed chop overflow but +50% on settlers is nothing to scoff at. I'm thinking of possibly delaying early settlers in favor of Cothon+Gov Plaza+Astral Hall for a sweet +150% production to settlers with the card. Then embark your settlers and settle the coastal spots that are left with the free builders.
This was the civ they forgot in R&F. One that actually makes interesting use of the loyalty mechanic. Jumping capitals to new lands to defensively hold onto new cities or jumping it closer to other civs in an aggressive loyalty flip manner. Very interesting mechanic, but it totally an RF civ, has no place in the GS mechanics.
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