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Civilization VI: Gathering Storm - title

Civilization VI's second expansion, Gathering Storm released earlier this year and has added a handful of new civilizations and leaders. I am hoping to write a strategy for each of them, but I want to start with the civilizations and leaders who are completely new to the franchise. The final technically "new" civilization is Phoenicia. Phoenicia's leader, Dido has appeared in previous Civilization games as the leader of the Carthagenian civilization, but this is the first time that Phoenicia has been a civilization in the game.

Phoenicia never existed as a singular nation or empire, as the culture consisted of a collection of ancient, independent city states that built a vast Mediterranean trade network based on the export of dates, purple dyes, and textiles. The cities of Tyre, Byblos, and Sidon, on the Mediterranean coasts of modern-day Lebanon and Israel made up the core of the civilization, but colonies reached as far as Carthage in northern Africa and Cadiz in Spain. Phoenician ships were among the first to sail beyond the Strait of Gibraltar and begin exploring the Atlantic Ocean, and some fringe historians suggest that ancient Phoenicians may have made it as far as the southern tip of Africa, and maybe even to the Americas (though this is highly speculative).

Dido is a semi-mythological figure who is regarded as the Mother of Carthage. Most historians agree that Dido existed, that she fled Tyre after a power struggle with her brother Pygmalion, and that she founded the cities of Byrsa and Carthage. There is, however, considerable disagreement about when and how it all happened. According to Virgil's Aeneid, Dido falls in love with Aeneas in Carthage after Aeneas flees the sacked city of Troy (much to the dismay of the Berber king who sought her hand in marriage). Aeneas is ordered by the god Mercury to leave Dido and settle in Italy, which he reluctantly does, and his sons Romulus and Remus would go on to found the city of Rome. Dido kills herself on a pyre and curses the descendants of Troy, thus establishing the rivalry between Rome and Carthage and foreshadowing the Punic Wars that ultimately resulted in the destruction of Carthage. Some traditions even say that Dido continues to haunt Aeneas forever in the underworld. This story contradicts the other accounts of Dido's death, in which Aeneas is never referenced, and Dido killed herself in the Pyre in order to escape marriage to the Berber King and remain faithful to her first husband. The truth is probably forever lost to the sands of time.

DISCLAIMER:
Civilization VI is still a "living game". Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.

I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

This guide is up to date as of the release of the Gathering Storm expansion's "September 2019 update" (ver. 1.0.0.341)

I debated with myself about whether to write a guide for Dido at this time, since I've already written a guide for her in Civ V, but I decided to go ahead and cover Phoenicia because it and Dido have some unique abilities that I was curious to play around with, and Firaxis added a new map type that potentially works well with her abilities. Dido is the only leader in Civilization VI who is allowed to willingly move her capital, and moving that capital actually does have some utility within the game.

Civilization VI - Dido of Phoenicia

Dido of Phoenicia's uniques in Civilization VI

Civilization VI - Phoenician flag

Phoenician capital start bias: coast.

Phoenician civilization unique: Mediterranean Colonies

"Begin the game with the Writing technology Eureka. Coastal cities founded by Phoenicia and located on the same continent as the Phoenician capital are 100% loyal. Settlers gain +2 movement and +2 sight while embarked. Settlers ignore additional movement cost from embarking and disembarking."

Phoenicia can forward-settle opponents on the same continent as Phoenicia's capital, without fear of their city flipping loyalty -- as long as the Phoenician cities are settled along the coast. Such cities remain 100% loyal, no matter how much they are pressured by rival loyalty. Phoenicia can use these cities as trade hubs with distant civilizations, or as staging bases for military conflict. And when I say "along the coast", I mean that the city must be on the coast (adjacent to the ocean). Settling one or two tiles inland such that you can still (eventually) work some water tiles and build a Harbor does not count!

Phoenician Settlers are also much more efficient when embarked. Unlike the Māori, Phoenicia will still have to research the Shipbuilding technology before your Settlers can embark. But once you have the prerequisite tech, your embarked Settlers can embark and disembark without ending their turn, and gain additional embarked speed and sight. The downside is that your embarked Settlers will out-pace any embarked military escorts. You'll have to send your military escorts out ahead of your Settlers, and escort the Settler with a Bireme (or later naval unit). Unlike the Māori and Norway, you'll also have to wait until Cartography before any of your units can cross ocean, so you won't be crossing the ocean to settle distant continents any earlier than other civs.

You'll also start the game with the Eureka for the Writing technology, but this will rarely ever be very valuable. Writing is one of the easiest eurekas in the game to achieve, unless you are isolated on a small island with all other civs separated from you by ocean.

Dido' leader unique: Founder of Carthage

"Can move her 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 district. +50% Production towards district in the city with the Government Plaza."

Civilization VI - Dido portrait

Dido gets extra trade route capacity from her Government Plaza district. A fully-developed Government Plaza will by worth four extra trade routes by the end of the game, allowing Dido to use domestic routes to buff her cities' growth and productivity, while still being able to maintain international routes for gold, diplomatic benefits, and the occasional city state envoy. The city with the Government Plaza also gets a production bonus for future district construction. Get your Government District out early, and grow that city quickly in order to have lots of districts sooner!

Lastly, Dido has the ability to move her capital. Doing so requires spending production to re-build the Palace and move her capital to another city that already has a Cothon. This can be useful if you expand onto a different continent and need to solidify your loyalty on that continent, or if you're waging war on a different continent and want your capital to remain close to your army (to protect against a sneak attack behind your lines).

You can also move the capital in order to take advantage of certain benefits that apply to the capital, or to non-capital cities. For example, you could move the capital in order to take advantage of the Autocracy government's bonus yield in the city with the Palace. This is probably highly inefficient, due to the high cost of moving the capital. You could also move your capital to a city on another continent, and then take advantage of mid or late-game policies such as Colonial Offices or Colonial Taxes.

You can move your capital to another continent, then use Colonial policies to boost all your original cities.

Moving your capital costs 100 base production, but it is considered a "district project", so its cost scales up as you unlock additional technologies and civics (similar to the cost scaling of the districts themselves). Completing this project counts as moving your original capital for the purposes of the Domination Victory! Any other players seeking a Domination Victory would have to capture the new capital instead of the old one. If your original capital is captured by another civilization, then you will no longer be able to relocate your capital unless you liberate your original capital. If you moved your capital before the city was captured, then you will be able to continue moving the capital freely by completing the project in a different city that has a Cothon.

REGARDING TROLLING OR KINGMAKING:

You could, hypothetically, use the ability to move your capital as a way of indefinitely delaying another player's Domination victory by moving your capital before they conquer it. Moving your capital is a very costly and lengthy process, so you're unlikely to have enough high-production cities to repeatedly move your capital. You can maybe relocate your capital once or twice as an act of desperation, but if you're in a bad enough situation that you have to move your capital in order to prevent it from being conquered, then you've probably already lost the game anyway.

A more likely use of this sort of strategy would be to play "kingmaker". Even though you will probably not be in a position to win, you could move your capital in order to delay a second player's Domination victory long enough for a third player (possibly one of your friends, whether in the game or in real life) to win. You might give them the time they need to complete a science, culture, or diplomatic victory, delay the game long enough to timeout and force a score victory, or possibly allow a third player to make a sneak attack on your opponent's capital while your opponent's army is busy chasing your capital around the map.

Be careful about trying such "strategies" in multiplayer. Some groups may consider such moves to be trolling or otherwise unsportsmanlike, and you may get kicked from the game or banned from future games in that community. Know the group you are playing with, and whether they will consider such behavior acceptable.

Unique district: Cothon

Game Info:

"A district unique to Phoenicia for naval activity in your city. Replaces the Harbor district and cheaper to build. Must be built on Coast or Lake Terrain adjacent to land.
+50% Production towards naval units and Settlers in this city. All wounded naval units in this city's boarders heal +100 HP each turn.
"

Civilization VI - cothon
 

 

Requirements: Celestial Navigation technology,
must be built on a coast adjacent to land.

Replaces: Harbor.

Cost: 27 Production (-27 from Harbor).
Maintenance Cost: none.

Effects:
+50% Production towards Settlers,
+50% Production towards naval units,
Naval units heal +100 HP per turn in city's borders.

 

 

Cothons are powerful buildings for Phoenician expansion. Not only do they provide the extra trade route capacity that a normal Harbor or Commercial Hub would, but they also speed up the production of Settlers. Combine the Cothon with the Ancestral Hall government building, the Colonization policy, and governor Magnus with his Provision promotion, and Phoenicia can rapidly spam Settlers at minimal cost of labor and population, in order to dot the coastlines with Phoenician cities -- and get free Builders (from Ancestral Hall) to boot!

The Cothon also speeds up the production of all naval units, which will help to protect your coastal empire and the trade routes that will feed and enrich it. Even later in the game, when you aren't training new Settlers or naval units, Cothons will more quickly heal any of your naval units that are stationed within that city's borders. The unit does not need to be on the Cothon tile or the city center tile in order to get the full heal. The Cothon will fully heal any and all naval units that heal on any tile owned by the city. This can be invaluable near the frontline of a war, of if defending your territory from an amphibious invasion. Cothons should, thus, be a priority in every Phoenician coastal city.

NOTE: As of the time of this writing (December 2019), the Cothon's ability to fully heal naval units does not appear to be working. Units are only healing the normal 20 HP for being in friendly territory, even if a Cothon is present in the city. Any strategies associated with quickly healing units near a Cothon will not be effective until this bug is fixed.

Civilization VI - bireme icon

Unique unit: Bireme

Game Info: "Phoenician unique Ancient Era unit that replaces the Galley. Increased Combat Strength and Movement. Trader units are immune to being plundered if they are within 4 tiles of a Bireme and on a water tile."

 
Civilization VI - Bireme unit portrait
 

Requirements: Sailing technology
Replaces: Galley.
Obsoleted: Cartography technology.
Upgrades to: Caravel.

Cost: 65 Production / 260 Gold [Standard speed].
Maintenance Cost: 1 Gold per turn [Standard speed].

Promotion Class: naval melee,
Attack Type: melee,
Melee Strength: 35 (+5 from Galley),
Movement Speed: 4 (+1 from Galley).

Bonuses:
Embarked Trader units within 4 tiles are immune to plunder.

The Bireme is actually more of a defensive and economic tool than a weapon. It has increased combat strength, so is effective in a fight with Galleys and Quadrimes, but it may struggle against other early unique units such as the Norwegian Viking Longship. It's also not particularly great against cities unless you have good land support or a couple Quadrimes to help bring down the city's defenses.

The Bireme will be most valuable as an escort for your embarked Traders, as the Bireme automatically makes all embarked Traders within 4 tiles immune from plunder (whether from rival civilizations or from any errant Barbarians). You can move a Bireme along with your Traders, or create a line of Biremes every eight tiles along your borders and trade routes, and you will be able to trade across the ocean with relative impunity.

An intercontinental trade empire to stand the test of time

Search the coasts for good city locations.

Seeing that Phoenicia has a unique naval unit, you might think that the civ is designed for naval conquest. This is not necessarily the case. In fact, almost all of Phoenicia and Dido's abilities are geared towards the rapid colonization of distant shores and peaceful trade between those shores.

Your early exploration should keep mostly to the coastlines, since you'll be looking for prime coastal real estate to settle. Don't let your Scouts wander too far though. You'll want to bring them back to your territory so that you can upgrade them to Skirmishers before they become trapped on the other side of closed borders and picked off by barbarians. Buying a Bireme or two early with gold acquired from tribal villages or dispersing barbarian outposts will also prove helpful for exploring the coasts. Having such a high emphasis on coastal cities will mean that the God of the Sea (+1 Production from fishing boats) is a great go-to pantheon. City Patron Goddess (+25% Production towards districts in cities without a specialty district) can also be great for getting you set up with your Government Plaza and Cothons earlier.

The Cothon is the key to Phoenicia's success. The Cothon unique district speeds up the production of both Settlers and naval units. Phoenicia will want to beeline towards the Celestial Navigation and Shipbuilding technologies in order to build Cothons as early as possible, and to be able to embark Settlers to colonize the coastlines. Building Cothons in your early cities will allow you to rapidly spam Settlers, especially if you adopt the Colonization policy and also built the Government Plaza with the Ancestral Hall building. If you plan to aggressively settle, then the Ancestral Hall is your best bet for the tier I building, as it will give all your new cities the head start of a free Builder.

A Government Plaza and then Cothon should be top priority for your capital.

You do not have to go with the Ancestral Hall as your tier I government building. In fact, all three of the tier I buildings work well with Phoenicia, depending on what your long-term goals are. If you do decide to levy a formidable navy to conquer other coastal civs, then the Warlord's Throne will boost production in all your cities each time you capture an enemy city. Since all your coastal cities on your capital's continent will be 100% loyal anyway, the Audience Chamber can be used to buff those cities' amenity and housing to increase their growth rate and productivity -- whether they have governors or not.

Whichever government building you decide to go with, you should build it sooner rather than later, as the government district itself, and each government building built within it, will increase your trade route capacity. Having two extra routes early from the Plaza and tier I building can be a huge boon in the early game, especially if most of your Traders are sailing along the coasts, where your Biremes are ensuring they are safe from plunder. Training enough Biremes to daisy-chain them every eight tiles along shipping lanes will spare you from the micro-management of having to move a Bireme one tile per turn to escort a Trader. This protection will also extend into other civs' or city states' territory, protecting your Traders from plunder in foreign lands, even if you don't have an open borders agreement.

It is important to understand the rules for "continents" in Civilization VI. Unlike previous entries, continents are not simply different landmasses. In Civilization VI, multiple continents can encompass a single large land mass, and small-to-moderate sized islands can also be considered part of a nearby continent. Phoenicia's ability applies to continents; not to landmasses. A city placed on an island may not necessarily be on a different continent, and a city placed just a few tiles away from your capital, on the same landmass, might be on a different continent.

Remember: continents in Civilization VI are not different landmasses!

One of the first things you should do after loading up a new map with Phoenicia, is open the "Continents" map lens to see if your starting location is stradling two different continents. If this is the case, you should also get a notification that you've discovered a new continent, and you'll get an inspiration for the Foreign Trade civic.

If you do settle most (or all) of your cities along the coast, your borders will be stretched thin, and you may have difficulty repelling a surprise attack. Phoenicia excels on maps that allow them to build cities along coasts, but in which you can keep your borders as compact as possible. Archipelago and the new "Continents Plus Islands" map are great for Phoenicia. Phoenicia can also be very successful on certain pangea maps that happen to generate a large bay or sea that Phoenicia can settle within.

Civilization VI - Panama Canal

As with any naval-themed civ, always be on the lookout for good places to build useful canals -- whether that be a single-tile city canal, or a multi-tile canal using the Canal district and/or Panama Canal wonder. This will allow your naval units, Traders, and embarked Settlers to travel the seas more freely and efficiently.

You should also consider going for naval-themed wonders such as the Great Lighthouse (+1 movement for all naval units), Colossus (1 free Trader), the Mausoleum of Halicarnassus (+1 Science, Faith, and Culture on city's coastal tiles, and extra charge for all Engineers), and the Venetian Arsenal (free duplicate of any naval unit you train).

Civilization VI - Colossus wonder

Phoenicia should also consider economic wonders, such as Great Zimbabwe (+1 trade route capacity, and extra trade gold from bonus resources) and Big Ben (+1 economic slot and lump sum of treasury interest upon completion).

As you expand your coastal empire and build more Cothons, you'll want to keep producing Traders and the Biremes to protect them. As you progress into the renaissance, you may even want to consider keeping some Biremes around to act as escorts and protectors of your embarked Traders. After researching Cartography, all naval units (including the Biremes) will be able to sail across ocean. Biremes should be able to survive a hit or two from a Caravel or Frigate, but you will want some Caravels and Frigates of your own to mobilize for counter attack if an enemy threatens your coasts or Traders.

With multiple Traders sailing around, and a large production base of spammed coastal cities, Phoenicia should be an economic powerhouse in the world. The Caravansaries policy (+2 gold from all trade routes) can help you to maximize your revenue, especially if a lot of your Traders are focused on domestic trade to boost your cities' growth and productivity. Your wealth should hopefully free you up to buy any buildings or units that you need, and will give you the flexibility to pursue virtually any victory condition.

If you want or need to propel yourself into a golden age, taking the Reform the Coinage dedication bonus will grant you era score each time you finish a trade route. You'll have a dozen or more Traders running around, so you'll earn a lot of era score from this bonus. Once you get the golden age, Reform the Coinage is still a good dedication bonus to take. It will make all your Traders immune to plunder (whether on water or land, and without having a Bireme). If all your foreign Traders are embarking across water, and you already have a large network of Biremes protecting them, then immunity from plunder will be moot. But you'll also get extra gold from international trade routes, which can help boost your economy for the era.

All the extra Traders will make Reform the Coinage a powerful dedication bonus.

Continental conquests

The Bireme by itself is not a particularly great unit for conquest. It will tear through most other ancient and classical naval units in a straight fight (and will be on roughly even terms with a Viking Longship), but it's not very good against cities without lots of support on either land or sea (or both). Naval units can't heal outside of friendly territory, so once a Bireme or Quadrireme takes damage, it will likely have to retreat to avoid being destroyed.

NOTE: The Cothon's ability to heal is bugged and not working as of the time of this writing. The following paragraph about using a city with a Cothon as a forward naval base will not work as effectively until this bug is fixed. You can check the status of this bug in a Civfanatics topic that I started regarding the issue.
Take that, Montezuma! A taste of your own medicine!

However, Phoenicia can overcome some of the problems inherent to the Bireme (and all naval units) by forward-settling near opponents and building a Cothon. If the city is on the same continent as your capital, you won't even have to worry about your forward-settled city flipping loyalty -- not even during a Dark Age! The Cothon will instantly heal any naval unit that heals within the city's borders. With a forward-settled Cothon city operating as a naval base on the frontlines, you can retreat your damaged naval units, heal them fully, and have them returned to the front lines within a few turns. If you carefully rotate your ranged and melee naval units, you can possibly maintain a naval siege long enough to actually take the city. Prior to having Battleships and Destroyers, your sieges of coastal cities will more than likely still need support on the land.

If you decide to take advantage of the free loyalty to forward-settle an opponent, make sure you can defend the city. You may be immune from loyalty pressure, but you are not immune to a Warrior / Archer rush. Your Biremes don't have a ranged attack, so they can't defend your coastal cities at all from an assault over land. You'll need to spend some time early running the Agoge policy (and maybe also the Manuever and/or Maritime Industry policies) in order to build up an army to defend your holdings.

Even though your forward-settled city will remain 100% loyal (if on the same continent as your capital), any cities that you capture will be subject to loyalty pressure. If you have room to settle multiple cities on the coast, and build up their population a little bit (through trade routes, harvesting food resources, or filling in marshes), you may provide yourself with enough baseline loyalty to capture and maintain enemy cities. If you're still having trouble with foreign loyalty pressure in your captured cities, then use a governor (probably Victor) and adopt social policies that improve loyalty (such as Limitanei, Praetorium, or Communications Office), and keep one of your units stationed in the city until loyalty is under control.

Use a forward-settled city with a Cothon as a staging point for a naval assault.

After you're done conquering on your original continent (or you decide not to conquer to begin with), and have solidified your loyalty on that original continent, you should start looking to other continents. If possible, you should settle (or conquer) a city on another continent and relocate your capital there. You should then adopt the Colonial Offices (faster growth and higher loyalty in cities not on your capital's continent) and Colonial Taxes (bonus gold and production in cities not on your capital's continent) policies. If you have, for example, 10 cities on your original continent, and then you found 1 city on a new continent, you could use internal trade routes and the Colonial Taxes policy to boost that new city's production and move the capital to the new city. Upon completion of the "Move Capital" project in the new city, the bonus growth, loyalty, gold, and production from Colonial Offices and Colonial Taxes will move from that 1 city on the new continent (now your capital) to all of the other 10 older cities on the original starting continent. This will turn Phoenicia into a gold and production powerhouse in the mid and late-game, and will allow you to push for any victory you wish.

If you hit your housing cap, then there is very little point in continuing to run growth-related policies such as Colonial Offices. In this case, switch to something like Naval Infrastructure, Triangular Trade, Trade Confederation, or a policy that further buffs your economy or productivity.

If you relocate your capital, then make sure you can defend it! Relocating your capital to an exposed and/or unproductive position will make it a prime target for any would-be domination players. Keep adequate defenses (on both land and sea) nearby. The extra bombardment from Walls and an Encampment will also help to secure the city from any would-be conquerors. You should consider temporarily adopting Limes (bonus production towards defensive buildings) and then Veterancy (bonus production towards Encampments and Encampment buildings) in order to get your new capital's defenses up quickly.

Grounding Dido's merchant fleet

Dido' A.I. agenda: Sicilian Wars

"Wants to settle coastal cities. Likes those who settle inland. Dislikes those with mostly coastal cities."

Dido's A.I. will put very high priority on settling coastal cities, and she'll dislike you if you take up all the coastal real estate. If you are a naval-themed civilization and need to be building harbors and/or naval units, then you can generally bypass the wrath of Dido's agenda (if you want to) by simply settling a tile or two inland, such that you can still work ocean tiles and build a Harbor.

Dido is likely to be friendly towards you if you don't settle along the coast.

Look out for Dido to mass-spam Settlers once she has her Cothons up and running. If you don't want her beating you to valuable coastal settlements, then you should consider declaring war and pillaging her Cothons in order to slow down her production of Settlers. Just be sure to retreat your naval units before her Biremes show up to sink your fleet.

Dido is not particularly threatening militarily. The Bireme is an ancient naval unit, which means it will be outclassed by city defenses very quickly. The inability of naval units to heal outside of friendly territory makes the Bireme easy to fight off if Phoenicia decides to make an amphibious strike. Walls and a single Archer in a coastal city should be more than enough to fend off multiple Biremes. Having the extra bombardment of a Quadrireme in your city center will all but ensure that Phoenician Biremes will not be able to sack your city without land support.

If Phoenicia forward-settles near you and builds a Cothon in that city, then their navy will become much more threatening. She'll be able to retreat her damaged naval units to the city with the Cothon, heal them in a single turn, and return them to the front a couple turns later, making the naval siege much more viable. If you see Dido building a Cothon in a forward-settled city, you may want to consider a preemptive strike before that Cothon comes online.

If you run a pillage and plunder economy, then you will likely hit some speed bumps against Dido. Her Biremes will protect nearby embarked Traders, and are strong against Galleys and Quadriremes. They will also instantly heal if within the borders of a city with a Cothon (no promotion necessary). This can make them all but invincible within Phoenician waters. You'll need to try to use multiple units to focus fire and destroy a Phoenician naval unit in a single turn to prevent it from healing and counter-attacking.

Cothons heal Phoenician naval units fully, making the Phoenician navy all but invincible in their own waters.
The Cothon's ability to insta-heal naval units is not currently working.

I don't recall ever seeing the Dido A.I. move her capital, but you should look out for her doing so. Before planning a war to capture her capital, make sure it is where you expect it to be. Be wary of Dido moving her capital off-continent and then using Colonial Offices and Colonial Taxes to buff her economy. If she does this (or you expect her to do it soon), then you should attack her sooner rather than later. The longer you let her run a boosted economy, the further ahead she'll get. If you aren't planning on capturing and keeping her cities, then be sure to pillage their districts and improvements and plunder any trade routes in order to deal a crippling blow to her economy. If you do capture cities, you can also try selling them to other players.

Discussions & Change Log

Thanks for reading. I hope this guide helps you to build a Phoenician civilization that will stand the test of time!

Patreon

These strategy guides for Civilization VI have been taking longer to research and write than I would like. Part of this is due to the fact that I'm not as familiar and experienced with Civ VI as I was with Civ V when I started writing strategy guides for that game, so I have to spend more time trying to learn the different mechanics and rules associated with each new civ that I play. I also have a lot more things competing for my time.

If you enjoy this strategy guide, and would like to see more like it, please consider making a contribution and become a Patron on Patreon. As a Patron, you'll have the ability to vote on which civilization(s) you'd like to see a strategy guide for next, will receive early previews of certain content, and will have an opportunity to discuss or contribute to its development. With some additional funding, I could dedicate more time to writing guides like this one, and can maybe even branch out into more video content on Youtube.

In any case, feel free to comment and share, or discuss you Phoenicia strategies in the CivFanatics forums at:
https://forums.civfanatics.com/threads/
gs-a-general-strategy-for-didos-phoenicia.652667/

or on Steam:
https://steamcommunity.com/app/289070/
discussions/0/3344417177389661256/

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'Alien: Isolation' faithfully adapts the sci-fi horror classic'Alien: Isolation' faithfully adapts the sci-fi horror classic10/26/2014 There is no shortage of games that have been based on the Aliens movie. Heck, even Starcraft is basically an unlicensed Aliens versus Predator game! But games that have the Aliens name on them have a very shaky track record. Some have been good. Others have been absolutely terrible. Last year's highly-anticipated Aliens: Colonial...

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