Azur Lane-Sardinian Empire Civilization
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 Sardinian Empire in the game work "Azur Lane" – the Sardinian Empire civilization. This mod has added 1 leaders: Vittorio Veneto.
Glory of the Senate
For each Original Capital, military units +3 Combat Strength and +1 wildcard slot. When changing Government, you will gain 1 Governor Title and unlock the appropriate Legacy Policy. When acquiring a city from another civilization, units within 6 tiles of that city heal full Hp, Movement, and attack capability.
Sardinian Bath
A district unique to Sardian Empire for city growth. Replaces the Aqueduct district and cheaper to build, additional provides +3 Amenities. City can build 1 additional district, and +50% districts adjacency bonuses. The Floodplains tiles along the river containing the Sardinian Bath are now immune to Flood damage (though Food and Production bonuses from flooding drop by 50%). Floodplains tiles belonging to this city gain +1 Food and +1 Production for each time Flood damage is mitigated. Must be built adjacent to the City Center. Major adjacency bonus to adjacent districts. +1 Food bonus and Production bonus from the river tile and each adjacent districts, +2 Food bonus from each adjacent Oasis tiles, +1 Production bonus from each Mountain tiles, +2 Science bonus from each tiles Geothermal Fissure.
Mercato
Sardian Empire unique district, replacing the Commercial Hub district and cheaper to build. Gain standard Gold adjacency bonus from adjacent districts, Gold Adjacency Bonus also provides Production. +1 Trade Route capacity, gain 1 Trader and +4 Gold for your civilization’s Trade Route when built. Allows city to purchase districts with Gold, each districts in the city can +1 Science and +1 Culture to the Trade Routes from that city. +1 Gold bonus from each the Coast and Lake tiles and the Luxury tiles.
Sardinian Guard:
Sardinian Empire’s unique melee unit, the base Combat Strength will be increased as technology is unlocked. +3 Combat Strength for every adjacent Sardinian Guard, heals at the end of every turn. This unit can build a Modern Road from adjacent city to the Capital. Gain 1 Sardinian Guard upon founding cities.
The road building function can be turned off next to "Delete Units" to save performance
Vittorio Veneto
Leader’s Ability: Eternal Light of Sardegna
+1 Envoy when found or conquer a city. Each Envoy you send to a city-state counts as two and gains 50 Gold for each Envoy sent to the city-state. City State military units gain +5 Combat Strength if you are the City State’s Suzerain, Levied Units provide +5 Combat Strength to neighboring units. Gain the Vittorio Veneto-class Battleship unique unit when the Refining technology is researched.
When there are Secret Society in the game that are found in the same way as the "Owls of Minerva", the first Envoy sent to a city-state will not be counted as two, in order to be able to discover these Secret Society normally. You will then be compensated with 1 Envoy.
Unique Unit
Vittorio Veneto-class Battleship:
Vittorio Veneto’s unique Modern era naval unit that replaces the Battleship, has a more powerful Ranged Combat Strength. +5 Combat Strength, +1 Movement when located in Coast and Lake tiles.
When you get some cities using the Sardinian Empire, their names will automatically be changed to their Roman-era names! (if any)
Currently supported civilization cities (not added by the Mods): Ottoman, England, Germany and France.
Currently supported in English, Simplified Chinese and Traditional Chinese only
More in-game text will be available soon
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Gathering Storm
Sid Meier's Civilizationu00ae VI: Rise and Fall
Revisions:
Old revisions of this mod are available below. Click the link to download.