Sid Meier's Civilization VI

Sid Meier's Civilization VI

4,550 ratings
Sukritact's Oceans
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File Size
Posted
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135.916 MB
Jul 10, 2021 @ 3:31am
Apr 17, 2023 @ 6:12am
7 Change Notes ( view )
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Sukritact's Oceans

Description
[bsky.app]

May not be compatible with Yet Not Another Map Pack. Your mileage will vary.


Oceans is a brand new Game Mode that will breathe new life into the world's coasts, with new resources, new features, and new gameplay.

Kelp Forests teem the seas, encouraging growth and slowing navies. New resources, such as Seals, Squid, and Coral, now lie waiting beneath the depths, adding more variety.

Coastal Luxuries are now different for every continent, so new oceans will yield new riches. Improvements and Districts, such as the Fishery and the Water Park are adjusted to account for these changes.





The new Kelp Forest terrain feature now grows in coastal waters next to land, but will never appear next to Reefs. While they are extra rich in Food, their thick fronds will slow down passing units.

Kelp Forests are more likely to grow in cooler regions, though they can appear in all climates.





Oceans adds 2 new Bonus Resources and 3 new Luxury Resources, with more to come!

Additionally, placement of Luxury resources has been reworked. Each continent is now assigned two different coastal luxuries to spawn, meaning that the shores of faraway lands will no longer resemble your own.
  • Seals: Bonus Resource; +1 Production; spawns on Coast or Kelp.
  • Squid: Bonus Resource; +1 Food, +1 Gold; spawns on Coast, Kelp, or Reef, less common.
  • Caviar: Luxury Resource; +3 Gold; only spawns in Lakes.
  • Coral: Luxury Resource; +1 Culture; only spawns on Reefs.
  • Lobsters: Luxury Resource; +1 Science; spawns on Coast, Kelp, or Reef.
  • Dyes: Luxury Resource; +1 Faith; spawns on Coast, or Kelp.
  • Abalone: Luxury Resource; +1 Food, +1 Gold; spawns on Coast, or Kelp.
  • Stingrays: Luxury Resource; +1 Production, +1 Gold; spawns on Coast, or Kelp.

The new resources have Monopoly Mode Support!
Please be aware that a continent may be assigned a resource that has already been assigned to a different continent. This is especially true on bigger map sizes.




Fishery Changes
A Governor unique improvement that can be built in a city with a Surveyor Governor with the Aquaculture promotion.

This tile cannot be worked. Fishing Boats adjacent to one or more Fisheries yield +2 Food; and another +1 Production while Liang is established in this city. +1 Housing. Must be placed on a Coast or Lake tile adjacent to a sea resource.

Water Park Changes
- Water Park: If built adjacent to a Kelp Forest +1 Amenity.
- Ferris Wheel: No Changes
- Aquarium: +1 Science to each Reef, Kelp Forest, or Shipwreck tile in this city. An additional +1 Science to them if they are adjacent to the Water Park. (instead of current bonuses)
- Aquatics Center: Receives + 2 Tourism for each adjacent coastal feature. (instead of current bonuses)
Popular Discussions View All (6)
25
Oct 7, 2025 @ 11:45pm
Bug report
Wuzzle (Trans Rights.)
29
2
Apr 15 @ 9:57pm
Translations Here:
sukritact
4
Sep 26, 2024 @ 2:29pm
Worldbuilder Resource Placement Bug
Lord_Weasel
558 Comments
Jul 9 @ 12:42am 
how to use this mod? should i make my own map?
Jul 8 @ 9:59am 
This may have been suggested already, but I think it'd be cool if Vietnam's UA extended to kelp forests and reefs. It was already adjusted to apply to savannahs, so it'd be in keeping with that mod. Maybe buildings in harbors/water parks (or other modded water districts) on kelp forests could gain +1 food (in the same vein as Boom's Vietnam Tweak that lets you build specialty districts on floodplains) and +1 science from reefs? Just a thought.
Jun 26 @ 6:10pm 
Can you please change this so the fishery can be worked or tell me what to do in the ini files to do it myself?
hell yeah spanky mcbuttface, party on
Jun 21 @ 3:08pm 
i tend to try to have a strong navy so most of my cities are costal when i play. having this mod is a game changer.
Jun 20 @ 4:12pm 
It would be more sensible to have all but the caviar spawn on reefs as well because literally every single one of those have been sighted living or foraging in reefs.

Sharks too if they don't already then you should fix it.

Stingrays are far more likely to live in reefs than in kelp forests.
Jun 14 @ 7:31am 
确实用不了,太可惜了
Jun 6 @ 10:25pm 
Love your work. Maybe Mangrove Forests could be added to this?
May 26 @ 8:52am 
这个模组已经用不了了,避雷
May 25 @ 1:22am 
in multiplayer the naval civs get a massive advantage compared to land locked civs. if you get this get extra bonuses for land civs as well as it causes an unfair advantage for harbor openers