Azur Lane-Royal Navy Civilization

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Author: HSbF6HSO3F

Last revision: 2 Apr at 12:05 UTC (3)

File size: 805.7 MB

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Description:

Most of the English text of this mod is machine translation, and errors cannot be avoided. If there is any error, please correct it.
Added a civilization based on the Royal Navy in the game work "Azur Lane" – the Royal Navy civilization. There are currently five leaders of the civilization: Hood, Queen Elizabeth, Manchester, Warspite and Unicorn.

Unique Ability

The Glory of Sun Never Sets
Each city that is not on the same continent as the Capital will receive an additional Trade Route capacity and increase all output for International Trade Routes by 20%, with +2 Loyalty and Amenities for all cities. Each specialized district in the destination city of the Trade Route provides+2 Food,+2 Production, and if it is an International Trade Route,+2 Science,+2 Culture, and+4 Glod. During the Golden Age or Heroic Age, the Trade Route cannot be plundered.

Unique District

Royal United Shipyard
A district unique to Royal Navy for naval activity in your city. Replaces the Harbor district, unlocks earlier, costs lower, and has no population demand. The adjacent bonus of Gold also provides Production. If a city has the Campus, the adjacent bonus of Gold also provides Science. After the construction of the Royal United Shipyard and buildings in this area, one naval melee unit that does not require resources and maintenance can be obtained for free, and can escort formation units. Embarking and disembarking from this tile does not consume Movement. Must be built on Coast or Lake Terrain adjacent to land, and cannot be built on Reef. +1 Trade Route capacity. +50% Production towards naval units in this city. All units produced can enter the ocean, and the naval units produced can recover in neutral territory and+1 Movement, and will not suffer combat penalties when damaged. All wounded naval units in this city’s borders heal +30 HP each turn. +1 Gold from adjacent Coast or Lake tiles, and +2 Gold from adjacent Commercial Hub and Industrial Zone. Provides +4 Production for adjacent Industrial Zone.

Unique Building

Scarborough Fair
The Royal Navy’s unique Building that replaces the Market. +1 Trade Route capacity. The Luxury Resource tiles in this city +2 Culture. International Trade Routes from this city receive +2 Gold and Culture for every Luxury Resource at the destination.

Unique Unit

County-class Destroyer
The Royal Navy’s unique Information era naval melee unit, has strong air defense capabilities and can transport air units. Can carry out long-range attacks with a range of 2. Reveals Naval Raiders within sight range.

Leaders

Hood
Leader’s Ability: Royal Navy’s Glory
All naval units +2 Influence points per turn, and after killing the unit, they will be upgraded to Fleets (if already is Fleets, they will be upgraded to Armadas). Navy Range units +1 Range and +5 Combat Strength for units within two tiles. When producing a Naval Combat unit, obtain Science and Culture equivalent to 25% of the unit’s cost. Gain the Admiral-class Battlecruiser unique unit when the Refining technology is researched.
Agendas: The Emprire Cruise
Committed to developing the navy to explore the world and expand its influence. Civilizations that like to open their borders to themselves and dislike civilizations that condemn their allies.
Unique Unit
Admiral-class Battlecruiser:
Hood’s unique Modern era naval unit that replaces the Battleship. The cost is higher, but stronger than Battleship, and has higher momentary. Ignores zone of control and movable after attack.


Queen Elizabeth
Leader’s Ability: Queen for Royal Forever
For each encounter with 1 civilization, the Palace receives +1 Science, +1 Culture, and +2 Gold. Each city that is not on the same continent as the Capital will +10% Yields for the Capital. When you build a city, you will get 1 Queen’s Guard. For every 1 Envoy sent by another civilization to your city-state, you receive 1 Envoy and 20 Diplomatic Favor. You and your allies will share all city-state suzerainty bonuses between allies.
Agendas: Queen’s Orders
Willing to form alliances and act together with allies, enjoying trading with her and declaring friendly civilizations.
Unique Unit
Queen’s Guard:
Queen Elizabeth’s unique melee unit, which costs more as the game progresses, has 5 points more Combat Strength than the base Combat Strength that the city has ever produced, and +10 Combat Strength when fighting on continents other than that of your capital’s.


Manchester
Leader’s Ability: Prologue to the Industrial Age
All improved Coal resources yield 3 additional resource per turn. Cities can regain a bonus to the output of buildings in other cities, +30% Production when building Districts, Buildings, and Wonders. Industrial zone receive an additional standard adjacency bonus from adjacent Districts, which unlocks "Industrialization" technology when owned.
Agendas: Home of the Industrial Revolution
Have a certain affection for everyone. Keen on building Industrial Zones, liking civilizations with high Production and hating civilizations with low Production.
Unique Building
Manchester Factory:
The Manchester’s unique Building that replaces the Factory. Its Production bonus is extended to all City Centers within 9 tiles that do not already have a bonus from this building type. If you use Manchester, unlocking the "Urbanization" Civic will unlock the "Industrial Upgrade" Project, which will provide +2 Tourism for all Districts of the city and +5% Tourism rate towards other civilizations you have a Trade Route to.


Warspite
Leader’s Ability: Glory of Hundred Battles
After killing a unit, you will be rewarded with Science, Culture, and Faith based on the Capital. Naval Ranged and Ranged units have +1 Range, +7 Combat Strength, and gain the "Overheat Fire" unit command. Allows military units to spend Faith to gain a promotion. Gain the Queen Elizabeth-class Battleship unique unit when the Refining technology is researched.
Agendas: Royal Legend
Never gives up items in a peace deal, and likes civilizations who match that approach. Dislikes civilizations who have capitulated or who have never gone to war. Grievances against this leader decay at twice the usual rate.
Unique Building
HMS Warspite Monument
Warspite unique building that replaces the Monument, and the city that owns it will also be rewarded for the "Glory of Hundred Battles". This city has +2 Loyalty per turn and +1 Faith for plots adjacent to the Coast and Lake. Cities founded in plots adjacent to the Coast and Lake automatically gain this building.
Unique Unit
Queen Elizabeth-class Battleship:
Warspite’s unique Modern era naval unit that replaces the Battleship, stronger than Battleship. +10 Combat Strength when attacking a target located 2-tiles away.


Unicorn
Leader’s Ability: Unicorn’s Aid
After a unit launches an attack, it and surrounding units will recover 15 Hp. When your unit recovers Hp, you will receive cience and Culture. If fully recovered, all Trade Routes +1 Production. Gain the HMS Unicorn when the Combustion technology is researched.
Agendas: Purity of Unicorn
Slightly closer to female leaders. Likes Civilizations who have not declared war on her, and dislikes Civilizations that have declared war on her. For these, her opinion decreases further each turn the war progresses, and this decreased opinion never decays.
Unique Unit
HMS Unicorn:
Unicorn’s unique Modern era naval unit that replaces the Aircraft Carrier, unlocked earlier. Have lower cost and maintenance. +5 Combat Strength to naval units within 2-tiles.


Adaptation for Golden Age can be found in Royal Navy-Golden Age Fit
More in-game text will be available soon

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Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilizationu00ae VI: Rise and Fall
Sid Meier's Civilizationu00ae VI: Gathering Storm
Revisions:

Old revisions of this mod are available below. Click the link to download.