Sid Meier's Civilization VI

Sid Meier's Civilization VI

Deep Sea Fisheries
43 Comments
Gray Pockets 1 Mar, 2024 @ 3:30am 
I have created an extension mod: Deep Sea Fisheries - Cooks
* Updates text to match effects when combined with Sukritact's Oceans

@Sukritact feel free to include this in your mod if its to your liking.
Ingolenuru 3 May, 2020 @ 9:44am 
It is so crazy to make any ocean tile unproductive. Fishing, oil rigs, deep sea diving and so much more out there to see and do.
Ingolenuru 3 May, 2020 @ 9:42am 
Yes!!! We are not worthy!! Thank you so very much. :) <3
p0kiehl  [author] 2 May, 2020 @ 12:24pm 
Hi everyone, I've made an updated version of this mod called Fisheries++ - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2082248245

That mod is similar, but also allows the Fishery to be built on Reefs.
Ingolenuru 30 Oct, 2019 @ 4:01pm 
Thank you! This is really needed for earlier in game coastal cities.
p0kiehl  [author] 30 Oct, 2019 @ 3:11pm 
Yep, it's working.
Ingolenuru 30 Oct, 2019 @ 2:43pm 
Great idea p0kiehl. :) Is this working with the Sept patch? Thank you.
Nizou 28 Jul, 2019 @ 12:52pm 
Is it working on last patch ?
Bliss 15 Mar, 2019 @ 7:24pm 
oh im stupid i was doing this vanilla nvm this works
BKGamesPI 13 Mar, 2019 @ 12:05pm 
ahh ok thx didn't know that
p0kiehl  [author] 13 Mar, 2019 @ 11:59am 
Fisheries aren't a part of vanilla, so no. This morning requires either Rise and Fall or Gathering Storm.
BKGamesPI 13 Mar, 2019 @ 11:55am 
Anyway this can be made vanilla compatible?
Bliss 9 Mar, 2019 @ 4:23pm 
Whenever I start a game a game it says mods aren't compatible when its the only mod used
p0kiehl  [author] 9 Mar, 2019 @ 1:59pm 
Yes it does.
Bliss 9 Mar, 2019 @ 1:45pm 
Doesnt work
axatoramus 8 Mar, 2019 @ 9:21am 
AWESOME
storm_pup 4 Mar, 2019 @ 7:18pm 
Thanks DeviousTunic227
DeviousTunic227 4 Mar, 2019 @ 7:26am 
The ability to construct fisheries is in Liang's promotions.
storm_pup 2 Mar, 2019 @ 3:55am 
Is there a certain tech/civic that is required to get construct the fisheries?
zon 26 Feb, 2019 @ 4:53am 
thx for the update :)
TranscendentC 20 Feb, 2019 @ 9:18pm 
@p0kiehl To be clear, I don't own Gathering Storm, only RnF. I disabled *every* mod except this one and tried it by itself, including the mod manager, and it wouldn't start a new game.
TranscendentC 20 Feb, 2019 @ 9:14pm 
@p0kiehl I couldn't load a saved game, so I disabled all mods and added them back one by one. I did the advanced mod manager first, tried a new game, it loaded. Then I added your mod. Would not load. So, your mod's not working after all.
thecraftybee 18 Feb, 2019 @ 5:56pm 
I noticed some of your mods have your name attached to them. Would you consider doing it to all of them as I see that as I sign of quality and something to trust.
p0kiehl  [author] 16 Feb, 2019 @ 7:04am 
@The Wolf Legate - This mod is working fine. If you were using Rebalanced Mines by any chance, that mod had an error causing the game to not start, which I just fixed.
LupusLegatus 16 Feb, 2019 @ 6:47am 
Game won't start when I try and load this mod. Not sure if it is on my end or if this didn't update quite the way you wanted it to
p0kiehl  [author] 15 Feb, 2019 @ 6:57pm 
This mod has now been updated for Gathering Storm.
Bazingler 15 Feb, 2019 @ 12:59pm 
it says its not updated with the game and says i cant play when i have this mod active
Sundayzzyy 13 Feb, 2019 @ 11:08am 
ok
thecraftybee 13 Feb, 2019 @ 7:12am 
Thank you for this and many of your other mods. They are essential quality of life mods that I feel flesh out the game and its mechanics in a logical and elegant way. Keep up the great work.
Where 10 Feb, 2019 @ 1:07pm 
Personally I think being able to place fisheries on ocean tiles should be unlocked a little further down the governor's tree. but that's just me
p0kiehl  [author] 9 Feb, 2019 @ 1:15pm 
@warhammerfrpgm there are mods on the workshop that increase GP costs and they will be simple enough for you to go in and modify the values to your tastes.
p0kiehl  [author] 9 Feb, 2019 @ 1:14pm 
Fisheries without the governor is certainly possible but it's not the focus of this mod.
Jessy2299 8 Feb, 2019 @ 10:06pm 
Hi, I'm wondering if their is a way to build fisheries without the builder governor in the city after you gave him the right promotion ? In other word make the fisheries faction wide buildable when the governor get the promotion ? If their is no way is their a way to remove the requirement and simply be able to build the fisheries any time without the governor ?
warhammerfrpgm 8 Feb, 2019 @ 1:56pm 
p0kiehl, have you considered making a mod that lets you seriously increase the GP and faith cost of purchasing great people. playing a game on very high setting and it seems that right before i get to a great person the AI always tries to buy them. or even disable purchasing great people with gold and or Faith. i know this is a nonsequiter, but you make awesome mods.
p0kiehl  [author] 7 Feb, 2019 @ 1:58pm 
Thank you both!
Cosmic Fox 7 Feb, 2019 @ 5:13am 
Okay! Thanks this is a great idea.. You need a full website for all the fantastic mod ideas you keep creating. Thanks for being a civ6 player mate! :steamhappy:

How does one get confused over food? Food does not increase housing at all! >:^D
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 7 Feb, 2019 @ 12:12am 
Nice job, and makes perfect sense for additional water resources. Faved, Rated & Subbed.:md_smile::SpRad_ThumbsUp:
p0kiehl  [author] 5 Feb, 2019 @ 8:45am 
Fisheries do not provide housing, Olivier. Lord Twaddleford was saying the food from fisheries will help fill up his housing.
Kunakuni 5 Feb, 2019 @ 8:34am 
it is 0.5 housing or 1 ?
Mr. Twaddleford 5 Feb, 2019 @ 4:33am 
As someone whose favourite map type is Island Plates, this should help me fill up that extra housing a bit sooner.
p0kiehl  [author] 4 Feb, 2019 @ 7:21pm 
Thanks Oneiros and View!
View The Phenom 4 Feb, 2019 @ 4:27pm 
Great change, should help out coastal cities even more.
Lovecraftbaby 3 Feb, 2019 @ 3:09pm 
I love playing tall and this will greatly enhance my experience and my enjoyment of the game. Thank you.