Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Policy Pack: Maritime
   
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27.965 KB
2 Jan, 2024 @ 11:24pm
1 May, 2024 @ 8:08pm
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Policy Pack: Maritime

In 3 collections by JNR
JNR's Playlist (Gameplay-only)
116 items
JNR's Modern Governance
7 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




17 Comments
H.Humpel 23 Oct, 2024 @ 9:33am 
Hi JNR,
your mod has been translated by SprachZauberer 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.
JNR  [author] 23 Jun, 2024 @ 3:06pm 
You can take the civ templates and ignore everything about making a leader. But the basics for how a mod is composed of files for gameplay, text, and icons still applies here. Take the template as basis for how to make the meta files and all that, and then this mod (or ideally a simpler one) for what actually goes into the files.
EveryEmpireFalls 22 Jun, 2024 @ 10:45pm 
Yeah I figured that policy cards were among the easiest to add/modify. However, I still cannot find any tutorials or even official documentation on how to create a policy mod. I've found a fair bit of tuts on how to create/edit a civilization and leader, but nothing on policy cards. I'll try importing your or someone else's policy mod and take it from there.
JNR  [author] 19 Jun, 2024 @ 3:07am 
Easiest would be to take this mod as a template, I suppose. Or just look for modding tutorials in general, policies are among the easiest mods (needs no custom art, for example). There are mods adding just a single policy, those might be even easier templates.
EveryEmpireFalls 18 Jun, 2024 @ 5:44pm 
Howdy JNR, I lvoe your policy packs! I think this one is my favorite so far.

Question for you though: how do you make these? I have been looking for information on how to make add a policy mod but have found absolutely nothing on various forums and searches. I would appreciate any help you can offer!
Nandybear 7 Mar, 2024 @ 1:53pm 
PP_Maritime_Text.sql 'LOC_POLICY_JNR_CANAL_ZONE_DESCRIPTION' "grand" > "grant"
Megatrans 6 Jan, 2024 @ 5:54pm 
was about to post the same issue ty for fixing
JNR  [author] 5 Jan, 2024 @ 12:00pm 
working on a fix, will test some other stuff, then upload it
Amondin 5 Jan, 2024 @ 11:41am 
I can confirm the previous comment
bostonbongrips 5 Jan, 2024 @ 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.