Sid Meier's Civilization VI

Sid Meier's Civilization VI

Tide Mill Building
35 Comments
Nightmare576 29 Jul, 2024 @ 11:34am 
this with Ruhr Valley would be nuts
Sailor Cat  [author] 24 Apr, 2022 @ 8:57am 
Near zero chance for me updating this at all now that there's no need to add more compatibility. I'm pretty much done with VI, but even then, too many other things that'd take precedence.

Most districts can add a number of assets by making room, but the city center has other things going on.

I'm honestly not at all versed in tide mills beyond whatever initial research I did for the mod, which I've now forgotten.
DeadWeatherDrums 24 Apr, 2022 @ 3:12am 
Hey, historically speaking, or enginerically speaking, would a tide mill only be usable for a city on a flat tide plain? I.e., if you had a city on a Hill hex, it shouldn't be placeable, unlike, say, the Wind Mill (from a JNR mod, perhaps UC - Industrial), which requires Hills.
DeadWeatherDrums 24 Apr, 2022 @ 3:07am 
Two questions: A) Any chance for a 3D art asset? B) Is there a limit on how many art assets can show up in the City Center hex on the map? Is that why so many mods don't provide them? Am I correct in assuming that most districts have a hard cap of 3 or 4 art assets?
Sailor Cat  [author] 26 Dec, 2021 @ 5:25pm 
Added, and thank you.
H.Humpel 26 Dec, 2021 @ 9:21am 
Hi Sailor Cat,
your mod has been translated into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Te 3 Oct, 2019 @ 12:20pm 
Thanks for the update!
zon 1 Oct, 2019 @ 11:40pm 
cheers cat :)
Sailor Cat  [author] 1 Oct, 2019 @ 5:15pm 
Updated for GS.
zon 30 Sep, 2019 @ 12:01am 
awesome :)
Sailor Cat  [author] 29 Sep, 2019 @ 5:12pm 
This is next on the list of updates. Looks like it might be a quick fix.
zon 7 Mar, 2019 @ 7:34am 
seems working fine with GS - to get rid of the compatibility warning add this to line 8 of .modinfo:
<CompatibleVersions>2.0</CompatibleVersions>
zon 21 Feb, 2019 @ 2:11pm 
would be awesome if req "city must be adjacent to coast" could be updated to "city got harbour"
many thanks
rlong9000 19 Feb, 2019 @ 2:33pm 
@Sailor Cat - FYI as you fine-tune this very excellent mod. When city center is adjacent to BOTH coast/lake AND river, one can build or buy BOTH water mill and tide mill when the "mutually exclusive removal" type mod is also employed. Obviously, that is what wants and expects, so... thank you!

Alternatively, under these same conditions, a somewhat distracting behavior is exhibited when city center IS NOT on coast or lake tiles, but IS on river adjacent tile, the mod shows available to build/buy alongside the water mill but one, obviously, cannot build it and it remains, unduildable, in the city panel BUILD MENU COLUMN indefinitely. Oddly, under the same conditions, it is NEVER n the city panel BUY MENU COLUMN.

How's THAT for a logic homework problem? Thanks for all you add to the game!

Rootimus 25 Nov, 2018 @ 12:26pm 
Non-coastal cities can build it if the city center is adjacent to a lake.
Sailor Cat  [author] 20 Nov, 2018 @ 9:19pm 
It's probably a confliction with Production Queue or CQUI.
Apogee 20 Nov, 2018 @ 1:59am 
Hello. Nice mod. This lets me create cities near the coast without hesitation. Though non coastal cities seem still able to create Tide Mills.
Sailor Cat  [author] 18 Sep, 2018 @ 2:09pm 
I looked into it, but I'm really not sure what where the problem lies in either mod, and don't know enough about Lua or the UI to sniff it out at a glance (if at all). I don't really care for either of the two, so honestly, it isn't high on my priorities list. Doesn't mean it's off the table, just not at the top of the pile.
Rootimus 18 Sep, 2018 @ 1:47pm 
@LegoCollector14 - are you running either Production Queue or CQUI?
Lego_Teh_Eggo 18 Sep, 2018 @ 1:14pm 
Any luck with getting it to show on only coast cities?
케모노프렌즈 14 Sep, 2018 @ 7:37am 
잘 쓸게요! ^^
Digihuman 13 Sep, 2018 @ 2:00pm 
Really enjoy this one, Sailor :D
Sailor Cat  [author] 13 Sep, 2018 @ 7:24am 
Thanks for clearing that up.
Rootimus 13 Sep, 2018 @ 3:35am 
I hear you - it's an essential mod! I'll wager that if you try a quick game without it, the Tide Mill shows up only when it's supposed to.
76561198042483964 12 Sep, 2018 @ 8:10pm 
@rootimus yes, could not play without Production Queue :) .
Sailor Cat  [author] 12 Sep, 2018 @ 9:19am 
I misread what you were saying, dejpolsys. Apologies. Still, I can't seem to replicate the issue. Doesn't allow me to build in interior cities at all. I appreciate that you've unsubscribed, that's whatever, but in the event that you show up again, is Rootimus onto something? I don't use any UI mods.
Rootimus 12 Sep, 2018 @ 8:48am 
@Dejpolsys, are you running CQUI or Production Queue mods? Those mods don't exclude custom buildings for some reason.
Sailor Cat  [author] 12 Sep, 2018 @ 7:54am 
Hmm, I can't seem to replicate your issue. Model isn't showing up no matter what I do, which makes sense, given that there isn't an Artdef to tell it to. It should only appear in the building list after having been built: https://cdn.discordapp.com/attachments/483039714681815081/489448551047495680/unknown.png
76561198042483964 12 Sep, 2018 @ 5:20am 
unsubbed, too little for too much overhead. Plus its showing up in my interior cities as well, vanilla + aztec
Quarrel53 12 Sep, 2018 @ 1:10am 
Thanks for this mod, and a big nod to pOkiel as I owe a couple. This only helps me a lot!
RFormica 11 Sep, 2018 @ 2:26pm 
@sailor cat-with-a-weird-thing-on-the-s u good lad :)
Sailor Cat  [author] 11 Sep, 2018 @ 7:16am 
I would have, RFormica, but I'm not sure how to get Follows Coast to work properly for a building, if you can.
Sailor Cat  [author] 10 Sep, 2018 @ 8:18pm 
That's quite the undertaking, Chimpan'G. I like your style. Need more enterprising folks like yourself.
chimp 10 Sep, 2018 @ 7:16pm 
Hi Sailor Cat, I am big fan of your mods. I like to request mod that will go perfectly with this. The idea is that you can into space and continue game in Beyond Earth. It would require recreating Beyond Earth in its entirety, but nothing major. Actually, it would be nice if you could make it so that we could take our civs into the Stellaris game too? If you would like to use my idea for mod, I can sell it to you for 25 euro. Byzantine also plz. thx. I love you.
RFormica 10 Sep, 2018 @ 5:56pm 
no model smh u rooder