Sid Meier's Civilization VI

Sid Meier's Civilization VI

83 ratings
C&P: Naval Trade Protection
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod: Gameplay
File Size
Posted
Updated
627.941 KB
4 Aug, 2024 @ 4:37pm
24 Aug, 2024 @ 6:57am
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
C&P: Naval Trade Protection

In 1 collection by Leugi
Caravans & Pilgrims
4 items
Description
Caravans & Pilgrims is a collection of mods thriving to improve the gameplay of Trade, pushing it beyond just getting gold from somewhere else. This mod in particular is focused on making the experience of defending Naval Trade Routes a bit more interesting without just making them permanently immune to plundering, as well as reworking two important wonders that are part of the defense and naval trade route theme. Part of the "Modder Pass VI: Caravans of the Silk Road" pack from the Civilization VI Helpline.





Caravans & Pilgrims
Naval Trade Protection
This mod makes some changes to allow you to defend naval trade routes more easily. First off, Naval units all gain the ability to protect naval trade routes from plundering within two tiles, and they also gain +1 sight, allowing them to be more useful when defending trade routes. Reyna also gains a promotion that protects all Trade Routes within 6 tiles. It also includes a rework for the Great LightHouse and the Colossus which focus on naval trade routes and turtling respectively.
Naval Unit Abilities
Naval Units have received a couple abilities to aid in protecting naval trade routes:
  • All Naval Units receive +1 Sight
  • All Naval Units grant Plunder Immunity to Naval Trade Routes within 2 tiles.
  • Additionally, there’s a new policy to allow Naval Units to be transferred between City Centers, allowing you to move them around more easily for the longer naval routes.
    Overland Portage (Military - Unlocked at Exploration)
    Allows Naval Units to be transferred from one City Center to another.
Reyna's New Promotion
Reyna’s Harbormaster promotion has been changed to aid in Trade Route Protection as well as to promote getting many Trading Posts from other civs:
  • Customs Duty (replacing Harbormaster)
    +4 Gold, +1 Loyalty from every Trading Post of any civilization in this city. Traders within 6 tiles may not be plundered.
Wonder Reworks
  • Great Lighthouse
    Provides capacity to build an additional Trade Route.
    Extends the range of Naval Trade Routes by 10 tiles.
    +1 Movement for all naval units.

    +3 Gold, +1 Great Admiral Points per turn.

    Must be built on a coast tile next to a Harbor with a Lighthouse.

    )A general buff to gain more trade and extend trade routes, getting the Trade Route from the Colossus. The movement already helps a lot to protect Trade Routes thanks to the other new abilities, so the focus of the Great Lightouse is in trying to send Naval Routes further away with ease.
  • Colossus
    Cities within 6 tiles of the wonder can't be placed Under Siege and gain +5 City Ranged Strength.
    All owned cities gain +5 City Defense Strength.
    Defeating enemy units in your territory provides +1 Era Score.

    +1 Great Engineer Points.

    Must be built on a Coast tile adjacent to a city with Walls, may not be built on Lakes.

    (Colossus has been hugely reworked to focus on defense to better reflect the original history of its construction. The Colossus also becomes a nice option for turtling a group of coastal cities (or a big island depending on the map) which should help defending against barbarians that get close)
    If you need to disable any of the Wonder reworks, whether because you don't like them or because you are using another mod to rework them, you can do so at the Game Settings.
    This mod is part of a group of mods that are intended to work together called "Caravans & Pilgrims", you can check the rest of the mods in this collection. If you are curious of all the changes you can also check this nifty document.[docs.google.com]
    Art, Code & Design: Leugi
    Civilopedia Texts for Overland Portage: Zharques
    Special thanks to Sukritact and Lime for their helpful feedback.
    If you want to provide feedback for this project, check its future progress, or even start and promote your own civ projects, you can do so at this discord channel!
    [discord.gg]
    BTW, if you want to support my work you can either follow me on steam, rate or
    [www.buymeacoffee.com]
10 Comments
Yung-Mahn 16 Dec, 2024 @ 6:17pm 
Great mod! love the series you've done to make trade more interesting. Just curious, why did you decide to remove the +1 sight that the lighthouse granted? I understand you made the sight increase global, but it seems very fitting for the lighthouse to also grant sight to your ships. I don't think it would be a problem for the lighthouse to also increase sight too, as despite the buff it's still just basically a market that costs 2.5x the production to make. Did it just make cruisers too OP against subs or something?
writtendown 7 Sep, 2024 @ 12:29am 
Also i was playing around with the globalparameters base range and refuel values on my own, and i tried 12 for land range/refuel and 16 for water and removed minturnreq for Eras. I just mention it as i saw you also already added the ability to increase water refuel for Great Lighthouse. So i think shorter routes and more later options for upgrades would work out well in overall. Thanks for your consideration :)
writtendown 7 Sep, 2024 @ 12:15am 
Love your work. I just have a request. Could you revert the change for traders +1 baserangesight?
It is not really required i presume :) It affects all traders also on land and i just like to keep vison lowK. :)
Cuntism 31 Aug, 2024 @ 2:41pm 
The card causes issues with aircraft carriers. The planes think they're in the same place as pre-move. Only fix I can think of is, can you end the turn of the planes too when you move the AC ? As next turn the planes are fine and back on carrier.

The carrier says it has the planes on it but if you centre them they're in the old location (and if you use them, they rebase to closest city/airfield).

I don't mod much so I can't think how to do it, feels like something you'd need LUA for maybe. Or just tell people "hey don't use the airplanes until the next turn" lol.
Leugi  [author] 24 Aug, 2024 @ 6:58am 
@Stroiko: Yeah that's because of Reyna's new ability. I added the option to disable it on the Setup screen much like the other reworks. If you disable it it shuold work with Bear's overhaul
Stroiko 22 Aug, 2024 @ 1:04pm 
(reposted from C&P: Domestic Trade Bonuses)

Hi Leugi. Thanks for keep doing mods :)

I was trying to add these to my usual pack, and I found an incompatibility with Bear's Governor Overhaul. It doesn't let you start the game.

This is my Database.log, the problems seems to be about a governor promotion: https://pastebin.com/S2XMha2T
magiccoupons(∩ ͡° ͜ʖ ͡°) 22 Aug, 2024 @ 12:52pm 
Awesome! Wondering if there's an equivalent for land trade routes but if not this is already a good mod gameplay and immersion wise
Cuntism 12 Aug, 2024 @ 6:04pm 
That is an insanely OP policy card (in a good way). I tend to have "production cities" and it can be a pain getting boats to where they need to be in times of war.
wmcarlvz 10 Aug, 2024 @ 9:43pm 
Huh. A mod that makes having a navy to 'patrol the commons' a benefit? Very nice
qim 7 Aug, 2024 @ 12:30pm 
Exactly what i was searching for, thank you very much! :)