Sid Meier's Civilization VI

Sid Meier's Civilization VI

Fish Farms (for better water tiles)
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Update: 22 Feb, 2019 @ 4:30pm

Compatibility update for Gathering Storm. No other changes have been made yet.

Update: 29 Mar, 2017 @ 11:39am

Updated for the Spring 2017 Patch. Removed the Seaport/Lighthouse changes, and the City Center adjacency bonus for the Harbor.

Update: 17 Mar, 2017 @ 4:57pm

Adjustments:

  • The Harbor adjustments should now properly apply to the Royal Navy Dockyard (requires game restart to take effect).
  • Changed Harbor adjacncy bonuses. Now +3 when adjacent to the city center, and instead of +1 for every 2 adjacent fishing boat improvements, gains +1 gold for every 2 adjacent coast tiles.
  • The Harbor district now gives +2 Gold for trade routes originating in its city, if it's built in the same city as a Commercial Hub. This is to offset the removal of the trade route from it when built in the same city as a Commercial Hub.

Update: 26 Feb, 2017 @ 3:32pm

Description
Water tiles suck. I think pretty much everyone agrees to that. Historically, Civilization has improved water yields primarily using buildings. Sea tile improvements could only be built by work boats on sea resources.

My idea, however, is to let players build improvements directly on coastal and ocean tiles using builders, which now build when embarked. This mod allows you to build fishing boats (for +1 food to start) on tiles, even if they don't contain the appropriate resource. It also adds similar functionality for fishing boats as farms have, gaining adjacency boosts from a civic and later, a tech. They won't end up quite as powerful as farms most of the time, but farms compete with land for mines and district placement, so that's to be expected.

Features (Version 1.7.0)

  • Added the ability to build fishing boats on any coast or ocean tile, like farms on grassland or plains.
  • The Naval Tradition civic allows fishing boats to act like Feudalism farms, providing +1 food to each fishing boat with 2 fishing boats adjacent.
  • The Plastics technology no longer provides +1 food to all fishing boats. Instead, it grants each fishing boat improvement +1 food for each adjacent fishing boat improvement, like Replaceable Parts for farms.
  • Reworked the God of the Sea pantheon to only work on fishing boats on Fish, Crabs, Whales, and Pearls resources (essentially retaining its original functionality, it seemed overpowered to leave it as is).
  • Modified the Lighthouse. It still has all of its original yields, but also adds +1 Food to crabs and fish resources worked by the city.
  • Modified the Seaport. It no longer adds +2 gold. Instead, it adds +1 gold to each fishing boat improvement worked by the city. The other yields are unchanged.
  • Modified the Harbor. It now has two more adjacency bonuses: +1 gold for every two adjacent fishing boats and +2 gold when adjacent to the city center. Note that this is an indirect buff to the Shipyard.

Compatibility
The main files only modify Fishing Boats and the God of the Sea pantheon, so any mod that doesn't mess with those two things in particular should play nice with it. It doesn't modify technologies or civics directly, only their related text entries.

The Harbor district and Lighthouse and Seaport buildings are modified by the two "building" files. If you don't want to use the district/building changes because of a mod conflict, you can remove the files "FishFarmsBuildings.xml" and "FishFarmsBuildingsText.xml", or replace them with blank XML files.

Known Issues
None that I'm aware of.