Alfred of Wessex

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Authors: Jamo18, Marvin243

Last revision: 17 Jan, 2023 at 21:25 UTC

File size: 83.77 MB

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Description:

Adds the Civilization of Wessex, led by Alfred the Great, to the game. This Civ focuses on Religion and Science while Alfred focuses on a defensive game through wall construction while providing his cities with plenty of food so they can grow tall.

Alfred of Wessex

The Burghal Hidage System

Ancient Walls provide +1 Food to adjacent Farms, Camps and Pastures. Medieval Walls provide +1 Food to Camps and Pastures not adjacent to the City Center. Renaissance Walls provide +1 Great Scientist point and a random Eureka once completed. +50% Production towards walls.

Ealdorman of Wessex

Cities with an established Governor receive a 3% boost to a yield if it has constructed its associated district. This bonus is tripled when in a Golden Age or Heroic Age. (Campus’s boost Science, Commercial Hubs boost Gold, Harbors boost Food, Holy Sites boost Faith, Industrial Zones boost Production, and Theater Squares boost Culture).

Altar

A building unique to Wessex. Replaces the Shrine and is cheaper to build. Required to purchase Missionaries with Faith. Holy Site districts get an additional standard adjacency bonus from Camps and Pastures, and a minor adjacency bonus from Farms. Adjacent Farms, Camps, and Pastures receive +1 Science (becomes +2 Science after researching Printing). Adjacent Farms, Camps, and Pastures also receive +1 Production after the Reformed Church Civic is unlocked.

Fyrd

Wessex unique Medieval era unit that replaces the Man-at-Arms. Stronger and cheaper than the Man-at-Arms and receives +4 Combat Strength when fighting a civilization of another religion.

If you find any bugs or have any other comments, please feel free to let us know.

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