Sid Meier's Civilization VI

Sid Meier's Civilization VI

TCS Improved Water Yields
34 Comments
Ingolenuru Oct 29, 2019 @ 8:39pm 
I agree! Please update the mod. Thank you. :)
Beef_Wellington Sep 20, 2019 @ 5:55am 
Ah daaang. I've been looking for a mod like this. Please update, my dude.
SynergE Sep 12, 2019 @ 3:48pm 
please update my guy
gburnash Sep 12, 2019 @ 7:29am 
Alas, it looks like the September update may have broken the mod. :-( Will it be updated?
whales! Mar 24, 2019 @ 5:39am 
Fantastic mod, can't wait for a GS update
Telruna Feb 26, 2019 @ 10:08am 
Yeah, great mod. Thanks for your work man. I'll be waiting for this one.
Étendard Feb 23, 2019 @ 3:49pm 
Great mod. An update please?
Matthias Feb 22, 2019 @ 2:28pm 
Great mod, hoping for a GS update!
BurtHD Feb 20, 2019 @ 4:04pm 
Hey TCS. Just wondering when the update is going to come out. The game doesn't feel complete without it.
SilentMaurice Feb 14, 2019 @ 9:10am 
Since today's update, this modification is shown as incompatible with Rise and Fall. Please update the mod if possible. Thank you
=[NK]= Col. Jack O'Neil Jan 26, 2019 @ 5:18pm 
Hey TCS, are you able to help me? I am looking to know how to add +1 adjacency bonus to commercial hubs from wonders and natural wonders
=[NK]= Col. Jack O'Neil Jan 20, 2019 @ 4:55am 
Yes it does
test Jan 20, 2019 @ 1:00am 
Does this still work with latest version of Civ6?
Jedi Dec 9, 2018 @ 4:11pm 
It works with rise and fall. I love it. It makes water tiles powerful, thus making water military units actually relavent.
whales! Jun 3, 2018 @ 2:58pm 
Also curious - has anyone seen this work with R&F?
Cosmic Fox May 17, 2018 @ 1:54am 
I seriously doubt it, look at update last date! @ patches behind.. highly unlikely it will work my friend.
RavynD Feb 16, 2018 @ 5:51pm 
Does this work with R&F?
darkcreature Nov 1, 2017 @ 12:45pm 
@echo - i have this too, in my case its coming from the resourceful mod
Bannes Oct 24, 2017 @ 6:58pm 
will this be updated for new patch
Panzerkampfwagen-VI Sep 29, 2017 @ 6:26pm 
nice idea but you gone too far
you should nerf it
thecrazyscotsman  [author] Sep 18, 2017 @ 2:02pm 
Hey Littlebob, good to see you :)
=[NK]= Col. Jack O'Neil Sep 11, 2017 @ 1:11am 
YAAAAAAAAYYY!!! You're here on steam!!! It's Littlebob86 :)
Craftking Sep 10, 2017 @ 6:32am 
This mod still works well. Thanks.
thecrazyscotsman  [author] Aug 25, 2017 @ 12:39pm 
@Echo - this mod does not du0licate improvements, so it wouldn't be coming from here.
Echo Aug 25, 2017 @ 9:21am 
Hi, does your mod actually duplicate improvements like Fishing Boats etc? In my game, I've got dual sets of identical improvements and not sure where the second set is coming from...
thecrazyscotsman  [author] Aug 25, 2017 @ 9:08am 
@Tama - yes, all previous versions must be disabled or deleted.
Tama Aug 25, 2017 @ 8:29am 
If you have the 1.3 version (no this one) you have to disable it?
THX
凶猛的小可爱 Aug 5, 2017 @ 1:36am 
i think Seaport should do more production or cost less~~~
EndlessSauron Aug 3, 2017 @ 8:39pm 
@the crazyscotsman, ahhhhh, that is so much better lol, I was under the impression that it was a water tile buff across the board, then in that case, everything is fine :). Thank you.
terror.and.love Aug 3, 2017 @ 8:03pm 
Really appreciate it. Quite the helpful mod.
thecrazyscotsman  [author] Aug 3, 2017 @ 7:11pm 
@Boss Lightning - sorry, I now realize how unclearly I wrote that. The +2 production is a base yield. The sea tiles do not provide production, only the gold.
EndlessSauron Aug 3, 2017 @ 3:29pm 
I think that maybe to be more balanced, either reduce the Shipyard from +2 production to +1 production or +2 production to only adjacent tiles or sea resources instead of sea/coast tiles.
Hakkusu Aug 3, 2017 @ 3:59am 
About time this finally made it to Steam
skaz88 Aug 2, 2017 @ 5:31pm 
Very happy to see your mods finally making it to Steam!