Sid Meier's Civilization VI

Sid Meier's Civilization VI

157 ratings
Coastline
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Type: Mod
File Size
Posted
Updated
991.603 KB
17 Jun, 2022 @ 9:35am
8 Apr, 2023 @ 1:41am
7 Change Notes ( view )

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Coastline

In 1 collection by Rdner
Coast and Coastal City
5 items
Description
Coastline adds three new coastal features, each bringing familiar yields and strategies to advance your game.

Terrain Features
  • Kelp - provides food, spawns on the coast near the ocean tile, and found in the polar and temperate regions.
  • Mangrove - provides production, spawns on the coast adjacent to land, and mostly found in the tropics and sometimes temperate regions.
  • Seagrass - provides gold, can spawn on the coast adjacent to the land, and found in the tropics and temperate regions.

Balance Changes
Coast tile no longer provides Gold yield
The Lady of the Reeds and Marshes pantheon now includes Mangrove
Marae effect applies to the new features and now requires unimproved feature
Fishing Boats should no longer require terrain features to be removed
Seagrass now enhanced by the Dock building (requires Ancient Dock mod)

Sukritact's Oceans Compatibility Changes
Removes own Kelp feature infavor of Suk's Oceans Kelp Forest
Rebalance Squid yield, 2 Gold instead of 1 Food, 1 Gold
Remove the Reef and Great Barrier Reef movement penalty changes
Clear Kelp Forest at Sailing
Clearing Kelp Forest yield increased to 20 Food (same as Marsh)

More Maritime Seaside Sectors Compatibility Changes
Waterfront district adjacency bonus to sea features now includes Kelp and Seagrass

Part of the coast and coastal city update mod series.
Ancient Dock - Provides early production for directly-coastal cities.
Harbor City - Adds coastal wonders adjacency bonus to the harbor.
Coastline - Adds new coastal features for yield diversity and strategy.
Unbound - Aquaculture unlocks Fisheries for all coastal cities.
51 Comments
Randful 19 Apr @ 3:37pm 
Great mod. I would love to have a version that doesn’t reduce coast yields.
Also, should the aquarium buff mangroves and/or sea grass?
H.Humpel 8 Oct, 2023 @ 5:49am 
Hi Rdner,
your mod has been translated by ASM590319 into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Kobolo 3 Sep, 2023 @ 1:56pm 
Losing the 1 gold on coast lines seems unnecessary.
Solarius Scorch 8 Apr, 2023 @ 6:14am 
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Hector 2 Apr, 2023 @ 6:16am 
Yes I believe that it has conflicts with other mods - the Sukritact Oceans expansion but I am not sure, I need to check with my other mods affecting the sea
Potatoes and Tomatoes 28 Mar, 2023 @ 7:02am 
Dont get me wrong, i like this mod!

The fisheries i refer to are the ones in Grand eras mod, where you can place them to next sea resources (doesnt matter if you have liang or not in the city)
Potatoes and Tomatoes 28 Mar, 2023 @ 7:01am 
can you make it so, that you can build fisheries on top of these features?
For now, they seem to be just features i harvest for food or to place a fishery.
Rdner  [author] 19 Mar, 2023 @ 11:59am 
@Hector Have you tried playing with only this mod? This is probably incompatible with your other mods.
Hector 19 Mar, 2023 @ 10:22am 
Looks great but I can't use it as it crashes
jermapilled 17 Feb, 2023 @ 12:20am 
Compatible with Got Lakes? map scripts ?