Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Fish Farms (for better water tiles)
   
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Type: Mod
Mod: Gameplay
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16.557 KB
26 feb, 2017 @ 15:32
22 feb, 2019 @ 16:30
4 ändringsnotiser ( visa )

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Fish Farms (for better water tiles)

Beskrivning
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 It's kinda been superceded by those, but I will try to keep the mod reasonably up-to-date to make sure anyone that still wants to use it can.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.
106 kommentarer
arng_ky 11 aug @ 13:25 
dont sure this mod remove production from shipyard or not i have many mod about sea now have this problem coastal without improve dont have production
booyaman85 12 dec, 2023 @ 8:30 
WHERE DID ALL MY PRODUCTION GO???? the whole point of this mod was the God of the Sea Panth.... REALLY
kwonsj8244 18 okt, 2022 @ 8:47 
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 3 apr, 2021 @ 19:30 
고맙습니다 덕분에 해양문명 하기 좋아졌습니다
thank you, your's mod is luck of sea Civilization6
imagine0905 28 mar, 2021 @ 12:43 
Already tried with Indonesia and yes it broke the game
god of being bad at everything 13 mar, 2021 @ 2:32 
good lord this could become absurdly broken with indonesia with a simple pattern
islapyou 12 jan, 2021 @ 10:35 
loved this mod. however... playing in multiplayer is impossible. you get de-synced after 1 turn
SucháVoda 29 apr, 2020 @ 15:11 
Napstablook? Glad that someone still knows undertale :D
fhqwhgads  [skapare] 17 feb, 2020 @ 19:50 
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 17 feb, 2020 @ 8:55 
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. :)