Sid Meier's Civilization VI

Sid Meier's Civilization VI

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CypRyan's More Maritime: Seaside Sectors Modifications
   
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19 Jan, 2023 @ 6:46am
7 Jun, 2024 @ 6:00am
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CypRyan's More Maritime: Seaside Sectors Modifications

In 2 collections by CypRyan
CypRyan's Wide & Tall | Individually Compatible Mods
24 items
CypRyan's Wide & Tall | Gameplay Synergy Mods
11 items
Description
Since, when using More Maritime: Seaside Sectors , the Arsenal district and its buildings yield Great Admiral points, the Harbor district and its buildings now yield Great Merchant points instead. Most Great Merchants now do not require a Commercial Hub for activation, as well as most Great Admirals are now activated at Arsenal.

When combined with Better Coastal Cities and Water Tiles the food bonuses are a slightly balanced out.
50 Comments
RutraNickers 3 Sep, 2024 @ 7:23pm 
Yep, I managed to make it work. Honestly it was easier than I thought it would be 'cause it didn't need any localization whatsoever. Thanks for the offer nonetheless!
CypRyan  [author] 3 Sep, 2024 @ 9:07am 
Ah I see! So die you figure it out? Tell me if I can help!
RutraNickers 3 Sep, 2024 @ 6:37am 
I kinda asked here since I mistakenly thought the original was not being maintained. Now that I looked again at the last update there, I now know I should've asked there instead. My bad.

The mod doing it was made by me actually. I created it since I just wanted to play the game with both mods on and didn't want to wait.
CypRyan  [author] 3 Sep, 2024 @ 5:53am 
Are you maybe mistaking this mod with the original more maritime mod? This is only an extendion to the original mod with some tweaks.

However, there is a mod for this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3322762447&searchtext=Set-Ma%27at
RutraNickers 3 Sep, 2024 @ 4:03am 
What's missing iss the Industrial District adjacency bonus. Set-Ma'at is an unique Industrial District for Egypt on that mod.
CypRyan  [author] 3 Sep, 2024 @ 1:01am 
Does it crash or what are you missing?
RutraNickers 1 Sep, 2024 @ 2:34pm 
Could you add compatibility with Sukritact's Egypt Rework Set-Ma'at?
CypRyan  [author] 7 Jun, 2024 @ 6:01am 
v6.0 (2024-06-07)
- Most Great Merchants now do not require a Commercial Hub for activation.
- Most Great Admirals are now activated at Arsenal .
CypRyan  [author] 6 Jun, 2024 @ 3:54am 
Seems like we need to slightly tweak the query to work perfectly?
Madisonian 6 May, 2024 @ 7:25am 
Tested and affected Great Merchant abilities are all activating now and without a Commercial Hub. The Campus and Industrial Zone Merchants are also activating elsewhere but their abilities still increase tourism of those districts in your empire, so they work but are unintentionally removed from district activation too. Works with both Great Merchants from Monopoly++ as well.

It might be worth mentioning in the description that Great Admirals still require either a coastal city or a Harbor in order to recruit; that appears to be hardcoded and not changeable to Arsenal.