Sid Meier's Civilization VI

Sid Meier's Civilization VI

321 ratings
Fish Farms (for better water tiles)
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
16.557 KB
Feb 26, 2017 @ 3:32pm
Feb 22, 2019 @ 4:30pm
4 Change Notes ( view )

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Fish Farms (for better water tiles)

Description
Important Note
This mod was designed and released prior to the release of Rise and Fall and fisheries. It's kinda been superceded by those, but I will try to keep the mod reasonably up-to-date to make sure anyone that still wants to use it can.

Water tiles in Civ VI just aren't that good. Moreover, there aren't very many ways to make them any better. Historically, Civilization has improved water yields primarily using buildings. Sea tile improvements could only be built by work boats on sea resources. With the Spring 2017 Patch water tiles are a little better, but still difficult to work before the Seaport, so I think this mod still has a place.

My idea, however, is to let players build improvements directly on coastal and ocean tiles using builders, which now build when embarked. This mod allows you to build fishing boats (for +1 food to start) on tiles, even if they don't contain the appropriate resource. It also adds similar functionality for fishing boats as farms have, gaining adjacency boosts from a civic and later, a tech. They won't end up quite as powerful as farms most of the time, but farms compete with land for mines and district placement, so that's to be expected.

Features (Version 1.8.5)
  • Added the ability to build fishing boats on any coast or ocean tile, like farms on grassland or plains.
  • The Naval Tradition civic allows fishing boats to act like Feudalism farms, providing +1 food to each fishing boat with 2 fishing boats adjacent.
  • The Celestial Navigation technology gives fishing boats +1 gold for each fishing boat with 2 fishing boats adjacent (reverted Plastics change, it is now reverted to its base game +1 food).
  • Reworked the God of the Sea pantheon to only work on fishing boats on Fish, Crabs, Whales, and Pearls resources (essentially retaining its original functionality, it seemed overpowered to leave it as is).
  • Modified the Harbor. It now has one more adjacency bonus: +1 gold for every two adjacent coast tiles. Note that this is an indirect buff to the Shipyard.
  • The Harbor now adds +2 Gold to trade routes originating in its city when built in the same city as a Commercial Hub.

Compatibility
The main files only modify Fishing Boats and the God of the Sea pantheon, so any mod that doesn't mess with those two things in particular should play nice with it. It doesn't modify technologies or civics directly, only their related text entries.

The Harbor district and Lighthouse and Seaport buildings are modified by the two "building" files. If you don't want to use the district/building changes because of a mod conflict, you can remove the files "FishFarmsBuildings.xml" and "FishFarmsBuildingsText.xml", or replace them with blank XML files.

Known Issues
None that I'm aware of.
105 Comments
booyaman85 Dec 12, 2023 @ 8:30am 
WHERE DID ALL MY PRODUCTION GO???? the whole point of this mod was the God of the Sea Panth.... REALLY
kwonsj8244 Oct 18, 2022 @ 8:47am 
A phenomenon in which the new religion of the sea is not applied to fishing boats with resources has been found. Do you know how to take action against this action?
killpoohXIe Apr 3, 2021 @ 7:30pm 
고맙습니다 덕분에 해양문명 하기 좋아졌습니다
thank you, your's mod is luck of sea Civilization6
imagine0905 Mar 28, 2021 @ 12:43pm 
Already tried with Indonesia and yes it broke the game
god of being bad at everything Mar 13, 2021 @ 2:32am 
good lord this could become absurdly broken with indonesia with a simple pattern
islapyou Jan 12, 2021 @ 10:35am 
loved this mod. however... playing in multiplayer is impossible. you get de-synced after 1 turn
SucháVoda Apr 29, 2020 @ 3:11pm 
Napstablook? Glad that someone still knows undertale :D
fhqwhgads  [author] Feb 17, 2020 @ 7:50pm 
I'll look into it; there might be something I could do. I thought Amber had the SEA tag but apparently it does not. Still, there might be another way to handle this and I'll see if I can't manage it.
masimp101 Feb 17, 2020 @ 8:55am 
Yes, it works on most. I think Amber has an issue (probably because it can appear on land as well). I think there was one other resource, but I lost the paper I had written down which resources had issues or not.

This mod is great - makes coastal cities quite powerful, and absolutely OP when combined with Venetian Arsenal and Auckland (vanilla). Add expanded religions for Temple of Poseidon (+1 production on ALL fishing boats)...and you basically have the unstoppable empire of Atlantis. :)
fhqwhgads  [author] Feb 15, 2020 @ 5:10pm 
@masimp101 It SHOULD work on any resource that has the <SEA> tag, which I would assume would be custom resources added by other modders. If they don't add the <SEA> tag to their resources that seems kinda bad.