Phoenicia: Dido (WIP)

THIS IS A WORK IN PROGRESS

INTRODUCTION

May prosperity come to your cities—the ones away from the coast.

The Phoenician Empire led by Dido is a civilization tailor-made for rapid expansion and thalassocratic domination as her Unique Infrastructure, the Cothon district, grants added  Production towards both Settlers and naval units. At first glance, she doesn't appear to do well on land maps but bold forward settles taking advantage of full Loyalty of coastal cities could be Loyalty anchor points to settling inland as well. More than most civilizations, Dido's prosperity and development will derive from the numerous  Trade Routes well-protected by the Bireme Unique Unit. 

Dido should focus on spreading a peaceful empire wide supported by a strong economy secured with a navy that is just as strong. While she lacks direct bonuses in  Science or  Culture, the sheer quantity of cities will more than compensate, further amplified by colonial policies and Casa de Contratación wonder after completing the unique Move Capital project. After all, Civilization VI mechanics handsomely rewards wide civilizations such as her.


SUMMARY

CIVILIZATION ABILITY

Mediterranean Colonies

Begin the game with the Writing technology   Eureka. Coastal cities founded by Phoenicia and located on the same contenent as the Phoenician  Capital are 100% Loyal. Settlers gain +2  Movement and +2 sight range while embarked. Settlers ignore  Movement costs from embarking or disembarking.

  • Loyalty can shift if it falls to 0% on a single turn.

UNIQUE UNIT

 

Bireme

Technology/Civic

 

Sailing

Replaces

 

Galley

Base Production Cost
65 
Base Gold Cost
260 
Base Faith Cost*
130 
Maintenance Cost

*Unavailable to purchase with  Faith with any of the game mechanics.

Upgrade Path
 
None

— 

Bireme

360 

Caravel
Technol­ogy / Civic
Sailing
Cartography
Base Produc­tion Cost
65 
240 
Base Gold Cost
260 
960 
Base Faith Cost
130 
480 
Strategic Resource
Maintenace Cost
Statistics
— 
35  — 
— 
55  — 

Usual Attributes

  • −85% damage vs. district defenses

Special Attributes

  • +5  Combat Strength compared to the Galley unit
  • +1  Movement compared to the Galley unit
  • Prevents friendly Traders embarked over water within 4 tiles from being plundered

UNIQUE INFRASTRUCTURE

 

Cothon

Technology/Civic

 

Celestial Navigation

Replaces

 

Harbor

Base Production Cost
27 
Base Gold Cost*
108 
Base Faith Cost*
54 
Maintenance Cost
— 
Base Pillage Yield
25 

Placement Rule: Any coast with removable features (if any) adjacent to land

*Available to purchase with  Gold and  Faith if Reyna with Contractor promotion and Moksha with Divine Architect promotion are established in the city, respectively.

Yields

+1   Gold for every adjacent Coastal Resource
+2   Gold if adjacent to a City Center
+1   Gold for every 2 adjacent Districts
+1   Gold if adjacent to a Government Plaza
+1   Great Admiral point per turn

Specialist Yields

+2   Gold per  Citizen
+1   Food per  Citizen

Domestic Trade Yields

+1   Production

Foreign Trade Yields

+3   Gold

Projects

 Harbor Shipping
Base Production Cost
25 

District-based project which provides  Gold every turn and  Great Admiral points once finished.

  • Generates  Gold equal to 15% of  Production spent every turn
  • Grants  Great Admiral points equal to 15% of  Production spent throughout the project upon completion
 Move Capital
Base Production Cost
100 

Phoenician unique project available to any city with a Cothon. When complete, the Phoenician  Capital moves to this city.

  • Available only as Dido
  • +300%  Production cost vs. normal district project.

Usual Attributes

  • Allows production of naval units if the City Center is not already on a coastal land
  • Primary spawn location for naval units produced or purchased by the city
  • Establishes a point of access for sea  Trade Routes to and from the city and removes  Movement cost of embarking and disembarking for land units starting when the district is placed

Special Attributes

  • −50%  Production cost compared to the Harbor district
  • +50%  Production towards naval units and Settlers in this city
  • +100 HP per turn to all damaged naval units repairing within the city's borders

STARTING BIAS

 

Starting Bias

Tier 1

Tier 2

Coast

Tier 3

Tier 4

Tier 5

LEADER ABILITY

Founder of Carthage

Can move their original  Capital to any city with a Cothon they founded by completing a unique project in that city. +1  Trade Route capacity for each Government Plaza building and the Government Plaza district. +50%  Production towards districts in the city with the Government Plaza.

Sicilian Wars

Wants to settle coastal cities, and likes civilizations that settle inland. Dislikes civilizations with many coastal cities.

PROSPECT

VICTORY SKEW

Victory Score Rationale
Main Sub

Science

7/10

/10

Technological Advancement

/10

Productivity

Culture

7/10

/10

Cultural Development

/10

Tourism Business

Domination

6/10

/10

Military Superiority

/10

Commanding Loyalty

Religion

7/10

/10

Foundation and Evangelization

/10

Fostering Faith

Diplomacy

7/10

/10

Diplomatic Favorability

/10

World Leadership

POWER SPIKE

Era
An­cient Classi­cal Medie­val Renais­sance Indus­trial Mod­ern Atom­ic Informa­tion Fu­ture
 Urban­i­za­tion
 Production
 Gold
 Science
 Culture
 Tourism
 Faith
 Religion
 Offense
 Defense
 Diplomacy

Era

Commentary

Ancient

Bu

  • The fir

Classical

C

  • Bot

Medieval

Ind

  • Buildi.

Renaissance~Modern

Communism

Atomic~Future

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IDEAL ADMINISTRATION

GOVERNMENT & POLICIES

Form of Government /
Government Building

Bonus /
Rationale

Civic

Tier 1

Classical Republic

 2  1  1 

  • All cities with a district receive +1  Housing and +1  Amenity
  • +15%  Great People points
Political Philosophy

Being a naval civilization, Phoenicia will be an empire with more-than-average number of coastal cities. Unfortunately,  Housing is more restricted in coastal cities without access to Fresh Water so +1  Housing and +1  Amenity bonuses would alleviate this problem to hold until Lighthouses are built in the Cothons. Autocracy and Oligarchy are also a valid choice if wonders are being built or if fighting in a war... but at a slight cost of the citizens' happiness.           

Ancestral Hall

  • +50%  Production toward Settlers in this city
  • Newly founded cities receive a Builder

As Dido, cities are more likely to be continuously founded even throughout the later eras. Free Builders in newly founded cities (there will be many) accelerate their development. Additionally, the city with the Ancestral Hall building can be designated as the center for producing Settlers. Be sure to build a Cothon and adopt the Colonization policy card for an unrivaled +150%  Production towards Settlers! Establish Magnus with the Provision promotion as the governor to avoid mass depopulation of the city.

Tier 2

Merchant Republic

  2   1   2 

  • +10%  Gold in all cities with an established Governor
  • +15%  Production toward Districts
Exploration

Even more so than other civilizations, Dido will probably still be founding new cities through the Renaissance Era. Cities both old and new will benefit from +15%  Production toward districts to build up infrastructure with the help of extra Economy and Wildcard policy card slots.

Intelligence Agency

  • +1 Spy and Spy capacity.
  • All Spy Operations have a higher chance of success.

Grand Master's Chapel is the least appealing option as the Tier 2 Government Plaza building since Phoenicia has no special ability in generating  Faith to effectively take advantage of its bonus. Dido is more likely to found her own cities rather than conquering others so the use of Foreign Ministry is limited, though levying city-states may be useful in very niche situations, e.g. for homeland security or liberating distant occupied cities. Intelligence Agency is the safest and most versatile option; the additional Spy can be used to siphon funds from other civilizations or to set up a listening post in antagonistic empires for an additional combat strength against them through increased  Diplomatic Visibility.

Tier 3

Democracy

  3   2   2 

  •  Trade Routes to an Ally's city provide +4  Food and +4  Production for both cities. Alliance Points with all allies increase by an additional 0.25 per turn.
  • 15% Discount on Purchases with  Gold.
Suffrage

Dido will probably not voluntarily declare wars to focus on expanding the empire. She will probably gain allies due to her propensity for peace so Democracy would be the obvious answer. However, if she fails to make friends, Dido would have to resort to Communism.

Royal Society

  • Builders gain the ability to use all of their charges to contribute  Production to a District Project once per city per turn at 2% of the  Production cost per total number of charges used

The ability to expend all Builder charges to contribute  Production on district projects also applies to the costly Move Capital project. This means the bonuses applied to cities on foreign continents through the Colonial Taxes policy card and Casa de Contratación wonder will come a few turns sooner. Not to mention, this ability is already useful for completing other projects, especially Spaceport projects for Science Victory.

POLICIES COMING SOON

PANTHEON & RELIGION

Tenet

Details /
Rationale

Pantheon

God of the Sea

  • +1  Production to Fishing Boats

Th

Earth Goddess

  • +2  Faith to tiles with Breathtaking Appeal

Choo

Founder Belief

Tithe

  • +3  Gold for each city following this Religion

The

Cross-Cultural Dialogue

  • +1  Science for every 4 Followers of this Religion

Th

World Church

  • +1  Culture for every 4 Followers of this Religion

Thi

Follower Belief

Choral Music

  • Shrines and Temples provide  Culture equal to their intrinsic  Faith output

Th

Feed the World

  • +3  Food from Shrines and Temples
  • +2  Housing from Shrines and Temples

Thi

Jesuit Education

  • May purchase Campus and Theater Square district buildings with Faith

Th

Work Ethic

  • Holy Sites provide  Production equal to their  Faith adjacency bonus

Choose this belief if there are many high-adjacency Holy Sites for an increased  Production yield

Enhancer Belief

Religious Colonization

  • Cities start with this Religion in place if founded by a player who has this as their majority Religion

Th

Itinerant Preachers

  • Religion spreads to cities 30% further away

Th

Worship Belief

Gurdwara

  • +3  Faith
  • +2  Food
  • +1  Housing

This 

Meeting House

  • +3  Faith
  • +2  Production

This Worship Building will add a small amount of  Production to cities with Holy Sites.

Stupa

  • +3  Faith
  • +1  Amenity

Hig

Wat

  • +3  Faith
  • +2  Science

This Worship Building will add a small amount of  Science to cities with Holy Sites.

CITY-STATES

GREAT PEOPLE

WONDERS

Era /
Wonder

Details /
Rationale

Technology / Civic

Ancient

Pyramids

Production Cost: 220 

Placement Rule: Any flat desert with removable features (if any)

  • +2  Culture
  • Upon completion:
    • Receive a Builder
  • To Builders:
    • +1 charge
Masonry

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Classical

Great Lighthouse

Production Cost: 290 

Placement Rule: Any Coast with removable features (if any) adjacent to a Harbor with a Lighthouse

  • +3  Gold
  • +1  Great Admiral point per turn
  • To all naval units:
    • +1  Movement
Celestial Navigation

ASFD

Colosseum

Production Cost: 400 

Placement Rule: Any flat land with removable features (if any) adjacent to an Entertainment Complex with an Arena

  • +2  Culture
  • To all cities within 6 tiles:
    • +2  Amenity
    • +2 Loyalty
Games and Recreation

ASFD

Colossus

Production Cost: 400 

Placement Rule: Any Coast with removable features (if any) adjacent to a Harbor

  • +3  Gold
  • +1  Great Admiral point per turn
  • +1  Trade Route capacity
  • Upon completion:
    • Receive a Trader
Shipbuilding

ASFD

Mausoleum at Halicarnassus

Production Cost: 400 

Placement Rule: Any land with removable features (if any) adjacent to a Coast and Harbor

  • To all Coast tiles in this city:
    • +1  Faith
    • +1  Science
    • +1  Culture
  • To Great Engineers:
    • +1 charge
Defensive Tactics

ASFD

Medieval

Angkor Wat

Production Cost: 710 

Placement Rule: Any land with removable features (if any) adjacent an Aqueduct district

  • +2  Faith
  • To all cities upon completion:
    • +1  Population
  • To all cities:
    • +1  Housing
Medieval Faires

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Kilwa Kisiwani

Production Cost: 710 

Placement Rule: Any flat land with removable features (if any) adjacent to a Coast

  • Upon completion:
    • +3  Envoys
  • To this city:
    • +15% yields corresponding to each City-State type with suzerainty
  • To all cities:
    • +15% yields corresponding to each City-State type with at least 2 suzerainty
Machinery

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Renaissance

Great Zimbabwe

Production Cost: 920 

Placement Rule: Any land with removable features (if any) adjacent Cattle and a Commercial Hub with a Market

  • +5  Gold
  • +2  Great Merchant point per turn
  • +1  Trade Route capacity
  • Trade Routes from this city for every Bonus Resource in this city's territory:
    • +2  Gold 
Banking

ASFD

Casa de Contratación

Production Cost: 920 

Placement Rule: Any land with removable features (if any) adjacent a Government Plaza

  • +3  Great Merchant point per turn
  • Upon completion:
    • +3  Governor Title
  • To cities not on the home continent
    • +15%  Production
    • +15%  Gold
    • +15%  Faith
Cartography

ASFD

Venetian Arsenal

Production Cost: 920 

Placement Rule: Any Coast tile with removable features (if any) adjacent an Industrial Zone

  • +2  Great Engineer point per turn
  • To all cities:
    • Receive a second naval unit each time a naval unit is trained
Mass Production

ASFD

Industrial

Panama Canal

Production Cost: 920 

Placement Rule: Any flat land tiles with removable features (if any) with one adjacent tile valid for a Canal and another adjacent tile compliment (180°) to the former that is either another valid tile for a another Canal, a city, or a water tile

  • +10  Gold
  • Naval units may cross this wonder
  • Upon completion:
    • one or two completed Canals
Steam Power

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Statue of Liberty

Production Cost: 1240 

Placement Rule: Any land with removable features (if any) adjacent to a River and an Industrial Zone with a Factory

  • To all cities within 6 tiles:
    • 100% Loyalty
  • Upon completion:
    • +4 Diplomatic Victory point
Civil Engineering

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Big Ben

Production Cost: 1450 

Placement Rule: Any land with removable features (if any) adjacent to a River and an Industrial Zone with a Factory

  • +6  Gold
  • +3  Great Merchant point per turn
  • +1   Economic policy slot
  • Upon completion:
    • +50%  Gold in the Treasury
Economics

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Modern

 

 

Atomic

Estádio do Maracanã

Production Cost: 1740 

Placement Rule: Any flat land with removable features (if any) adjacent to an Entertainment Complex with a Stadium

  • To all cities:
    • +6  Culture
    • +2  Amenity
Professional Sports

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STRATEGIES & TIPS

CITY PLANNING

Founding the Capital

Settling Cities

Build Order

Modules