Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Policy Pack: Maritime
   
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Jan 2 @ 11:24pm
May 1 @ 8:08pm
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Policy Pack: Maritime

In 3 collections by JNR
JNR's Playlist (Gameplay-only)
104 items
JNR's Modern Governance
5 items
Ultimate Maritime Modpack
41 items
Description


Adds 8 new maritimethemed policies, including three Economic and two Diplomatic policies. Also adds three Wildcard policies, one for each future government type. These policies allow giving your whole empire a more maritime and naval focus - with effects revolving around coastal cities, Harbors, Seasteads, Flood Barriers, and Appeal.

Additional bonuses for Albro's More Maritime: Seaside Sectors.

This mod was made for the Modder Pass III - Call of the Ocean. Click the map above for the full collection.

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List of New Policies
  • Renamed Policies
    - Maritime Industries to Double-Banking; now requires Craftsmanship.
    - Naval Infrastructure to Roadsteads.*

  • Natural Harbors
    Economic
    Requires Foreign Trade
    > +1 Food and +1 Production on coast or lake tiles adjacent to city centers.

  • Timber Rafting
    Economic
    Requires Naval Tradition
    > +1 Production to Lumber Mills in cities with a Harbor* district.

  • Scuba Diving
    Economic
    Requires Professional Sports
    > +2 Appeal to tiles adjacent to sea features.*

  • Thalassocracy
    Diplomatic
    Requires Naval Tradition*
    > +1 Influence points per turn toward earning city-state Envoys for every 25% of cities being coastal.

  • Canal Zone
    Diplomatic
    Requires Colonialism
    > Canal districts grand major adjacency bonus to Habor and Commercial Hub districts. Stratetic resources with improvements provide +1 per turn in cities with a Canal district.

  • Floating Cities
    Wildcard
    only Corporate Libertarianism
    Requires Global Warming Mitigation*
    > Seasteads gain +1 of every yield per adjacent improvement type.

  • Virtual Beaches
    Wildcard
    only Digital Democracy
    Requires Global Warming Mitigation*
    > +1 Amenity and +10 Tourism in cities with Flood Barriers.

  • Ocean Cleanup
    Wildcard
    only Synthetic Technocracy
    Requires Global Warming Mitigation*
    > Lifetime carbon emissions reduced by 3 per turn in Harbor districts adjacent to a Seastead.

* Check compatibility section below for changes in case certain other mods are active, too.

Compatibility and Requirements
  • Requires Gathering Storm.
  • Compatible with all mods adding sea features.
  • Additional content with More Maritime: Seaside Sectors: Roadsteads and Scuba Diving double the adjacency bonuses of Waterfront districts. Timber Rafting requires Arsenal instead of Harbor district.
  • With the Commerce District Expansion, Natural Harbors is made obsolete by Admirality Courts.
  • With Grand Eras, Thalassocracy is moved to Citizenship and policies unlocked by Global Warming Mitigation are unlocked together with their respective government instead.

JNR's Mod Series




12 Comments
Cuntism Mar 7 @ 1:53pm 
PP_Maritime_Text.sql 'LOC_POLICY_JNR_CANAL_ZONE_DESCRIPTION' "grand" > "grant"
MadCuzBad Jan 6 @ 5:54pm 
was about to post the same issue ty for fixing
JNR  [author] Jan 5 @ 12:00pm 
working on a fix, will test some other stuff, then upload it
Amondin Jan 5 @ 11:41am 
I can confirm the previous comment
bostonbongrips Jan 5 @ 9:36am 
OK, nevermind I don't think it is a conflict. It looks like the policy card is actually applying +1food and +1prod on all tiles adjacent to city center. Which is +6 per city.
bostonbongrips Jan 5 @ 9:25am 
Hi JNR, thanks as always for your kick-ass mods. Getting an odd conflict with Extended Policy Cards mod. The "Natural Harbors" policy is showing inaccurate new yields. Is showing +12 food and prod when I don't have any coast or lake tiles next to city centers.
JNR  [author] Jan 4 @ 9:16am 
my bad everyone, Steam decided to delay notifying me of the comments by like half a day :/

I accidentally forgot to delete some changes I made to make the screenshot that shows all policies at once. Will fix it immediately.
weraptor Jan 4 @ 2:09am 
I don't have the era government mod and still have the same issue
Alex the Great Jan 3 @ 9:33am 
Can also confirm this and all the governements appear all on top of each other. Im guessing theres a compatibility issue with your era government mod (the one that adds the 3 new governments).
77Wanderer Jan 3 @ 9:08am 
Confirming the issue Dr. Abominate mentioned previously. All governments have four economic slots with the highest tiers exclusively having wild card slots.