Sid Meier's Civilization VI

Sid Meier's Civilization VI

Deep Sea Fisheries
43 Comments
Gray Pockets Mar 1, 2024 @ 3:30am 
I have created an extension mod: Deep Sea Fisheries - Cooks
* Updates text to match effects when combined with Sukritact's Oceans

@Sukritact feel free to include this in your mod if its to your liking.
Ingolenuru May 3, 2020 @ 9:44am 
It is so crazy to make any ocean tile unproductive. Fishing, oil rigs, deep sea diving and so much more out there to see and do.
Ingolenuru May 3, 2020 @ 9:42am 
Yes!!! We are not worthy!! Thank you so very much. :) <3
p0kiehl  [author] May 2, 2020 @ 12:24pm 
Hi everyone, I've made an updated version of this mod called Fisheries++ - https://steamcommunity.com/sharedfiles/filedetails/?id=2082248245

That mod is similar, but also allows the Fishery to be built on Reefs.
Ingolenuru Oct 30, 2019 @ 4:01pm 
Thank you! This is really needed for earlier in game coastal cities.
p0kiehl  [author] Oct 30, 2019 @ 3:11pm 
Yep, it's working.
Ingolenuru Oct 30, 2019 @ 2:43pm 
Great idea p0kiehl. :) Is this working with the Sept patch? Thank you.
Nizou Jul 28, 2019 @ 12:52pm 
Is it working on last patch ?
Bliss Mar 15, 2019 @ 7:24pm 
oh im stupid i was doing this vanilla nvm this works
BKGamesPI Mar 13, 2019 @ 12:05pm 
ahh ok thx didn't know that
p0kiehl  [author] Mar 13, 2019 @ 11:59am 
Fisheries aren't a part of vanilla, so no. This morning requires either Rise and Fall or Gathering Storm.
BKGamesPI Mar 13, 2019 @ 11:55am 
Anyway this can be made vanilla compatible?
Bliss Mar 9, 2019 @ 4:23pm 
Whenever I start a game a game it says mods aren't compatible when its the only mod used
p0kiehl  [author] Mar 9, 2019 @ 1:59pm 
Yes it does.
Bliss Mar 9, 2019 @ 1:45pm 
Doesnt work
axatoramus Mar 8, 2019 @ 9:21am 
AWESOME
storm_pup Mar 4, 2019 @ 7:18pm 
Thanks DeviousTunic227
DeviousTunic227 Mar 4, 2019 @ 7:26am 
The ability to construct fisheries is in Liang's promotions.
storm_pup Mar 2, 2019 @ 3:55am 
Is there a certain tech/civic that is required to get construct the fisheries?
zon Feb 26, 2019 @ 4:53am 
thx for the update :)
TranscendentC Feb 20, 2019 @ 9:18pm 
@p0kiehl To be clear, I don't own Gathering Storm, only RnF. I disabled *every* mod except this one and tried it by itself, including the mod manager, and it wouldn't start a new game.
TranscendentC Feb 20, 2019 @ 9:14pm 
@p0kiehl I couldn't load a saved game, so I disabled all mods and added them back one by one. I did the advanced mod manager first, tried a new game, it loaded. Then I added your mod. Would not load. So, your mod's not working after all.
thecraftybee Feb 18, 2019 @ 5:56pm 
I noticed some of your mods have your name attached to them. Would you consider doing it to all of them as I see that as I sign of quality and something to trust.
p0kiehl  [author] Feb 16, 2019 @ 7:04am 
@The Wolf Legate - This mod is working fine. If you were using Rebalanced Mines by any chance, that mod had an error causing the game to not start, which I just fixed.
LupusLegatus Feb 16, 2019 @ 6:47am 
Game won't start when I try and load this mod. Not sure if it is on my end or if this didn't update quite the way you wanted it to
p0kiehl  [author] Feb 15, 2019 @ 6:57pm 
This mod has now been updated for Gathering Storm.
Bazingler Feb 15, 2019 @ 12:59pm 
it says its not updated with the game and says i cant play when i have this mod active
Sundayzzyy Feb 13, 2019 @ 11:08am 
ok
thecraftybee Feb 13, 2019 @ 7:12am 
Thank you for this and many of your other mods. They are essential quality of life mods that I feel flesh out the game and its mechanics in a logical and elegant way. Keep up the great work.
Who? Feb 10, 2019 @ 1:07pm 
Personally I think being able to place fisheries on ocean tiles should be unlocked a little further down the governor's tree. but that's just me
p0kiehl  [author] Feb 9, 2019 @ 1:15pm 
@warhammerfrpgm there are mods on the workshop that increase GP costs and they will be simple enough for you to go in and modify the values to your tastes.
p0kiehl  [author] Feb 9, 2019 @ 1:14pm 
Fisheries without the governor is certainly possible but it's not the focus of this mod.
Jessy2299 Feb 8, 2019 @ 10:06pm 
Hi, I'm wondering if their is a way to build fisheries without the builder governor in the city after you gave him the right promotion ? In other word make the fisheries faction wide buildable when the governor get the promotion ? If their is no way is their a way to remove the requirement and simply be able to build the fisheries any time without the governor ?
warhammerfrpgm Feb 8, 2019 @ 1:56pm 
p0kiehl, have you considered making a mod that lets you seriously increase the GP and faith cost of purchasing great people. playing a game on very high setting and it seems that right before i get to a great person the AI always tries to buy them. or even disable purchasing great people with gold and or Faith. i know this is a nonsequiter, but you make awesome mods.
p0kiehl  [author] Feb 7, 2019 @ 1:58pm 
Thank you both!
Cosmic Fox Feb 7, 2019 @ 5:13am 
Okay! Thanks this is a great idea.. You need a full website for all the fantastic mod ideas you keep creating. Thanks for being a civ6 player mate! :steamhappy:

How does one get confused over food? Food does not increase housing at all! >:^D
🐺𝓢𝓱𝓪𝓭𝓸𝔀🐾 Feb 7, 2019 @ 12:12am 
Nice job, and makes perfect sense for additional water resources. Faved, Rated & Subbed.:md_smile::SpRad_ThumbsUp:
p0kiehl  [author] Feb 5, 2019 @ 8:45am 
Fisheries do not provide housing, Olivier. Lord Twaddleford was saying the food from fisheries will help fill up his housing.
Kunakuni Feb 5, 2019 @ 8:34am 
it is 0.5 housing or 1 ?
Mr. Twaddleford Feb 5, 2019 @ 4:33am 
As someone whose favourite map type is Island Plates, this should help me fill up that extra housing a bit sooner.
p0kiehl  [author] Feb 4, 2019 @ 7:21pm 
Thanks Oneiros and View!
View The Phenom Feb 4, 2019 @ 4:27pm 
Great change, should help out coastal cities even more.
Lovecraftbaby Feb 3, 2019 @ 3:09pm 
I love playing tall and this will greatly enhance my experience and my enjoyment of the game. Thank you.