Sid Meier's Civilization V

Sid Meier's Civilization V

Great Admiral Aquaculture
70 Comments
hottt3 3 Nov, 2024 @ 12:00pm 
Thanks for the great mod! I have a couple of questions. Does it still work with the current version of the game? Does AI also use admirals in that way?
DH 11 Aug, 2024 @ 2:24am 
doesn't work
elotar 24 Oct, 2018 @ 3:01pm 
Do AI able to grasp this ability?
Mavoc 1 Dec, 2017 @ 11:26pm 
What happens if you don't have oil researched yet and you try to use this on a hidden oil hex?
Venusaisha 1 Nov, 2015 @ 7:27am 
art asset of harbour would do or plateform. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=322554338 or this reference.
Keukotis  [author] 1 Nov, 2015 @ 7:10am 
Building a repair port does sound cool. I can certain do it with Lua. The only issue is that I would have to use an existing art asset. I do not do 3D modeling.
Venusaisha 1 Nov, 2015 @ 6:33am 
Echethesi : as he said there is such https://en.wikipedia.org/wiki/U.S._Army_Engineer_Port_Repair_ship

thou wasn't availble till world wars, so u may need two options cities be able to build Engineer_Port_Repair_ship in between industry to atomic age. and as for admirals to addidtionl option to build repair port or a naval yard outside ur territory
Mk Z 26 Oct, 2015 @ 2:31am 
Echethesi, maybe a Naval Fortress like Fort Boyard, with cultural borders where ships would heal
Dovakim 10 Jul, 2015 @ 10:36pm 
or wine
Dovakim 10 Jul, 2015 @ 10:36pm 
powerful prophets used to creat fishes.
Z3r0_ 19 Jun, 2015 @ 3:42pm 
This would be SO OP with Japan and the Exploration Tree...
Echethesi 18 May, 2015 @ 9:08pm 
I think an alternative build for Admirals that would be a good idea would be an improvement that allows naval units to heal at it, so that they don't have to return to home territory to repair. I don't know what it would be called though.
Sheep Sheepington 7 Feb, 2015 @ 2:07pm 
Is this compatible with Unique Units relating to the Admiral? I have a mod that changes the admiral to something else, will that admiral be able to create aquacultures?
AsteroidColony 26 Sep, 2014 @ 9:01am 
Nice mod. Now the admirals make really sense :)
[The] Force 4 Aug, 2014 @ 2:16pm 
Might I recommend changing the description from:
"The Aquaculture will expend a Great Admiral to immediately create an improved Fish resource on the tile."
To:
"The Aquaculture will expend the Great Admiral to create and improve a Fish resource on an empty tile."
Makes it a bit more clearly that this CREATES a resource, like many other people I understood it as just a lame fishing boat thing until I read your comment stating otherwise.
Praylak 3 Aug, 2014 @ 10:04am 
I always have a place for a new fish resource. Beats deleting Admirals, thank you.
Wessie ♥ 1 Jul, 2014 @ 11:17pm 
This sounded kinda weak. And then I saw your post. And then I immediately subscribed, because I love playing archipelago and tiny continent maps.
I Am Groot 1 Jul, 2014 @ 9:36am 
@ShushiSquid ooohhhh oh crap man that IS OP. damn, haha i didn't read it right, thanks anyway :)
Keukotis  [author] 1 Jul, 2014 @ 9:16am 
@Winston Overkill
1) Absolutely not. I don't do modeling and my skill level with Lua script could best be described as "adequate." On top of that, I don't know C at all and you'd need to edit the DLL itself to allow ships to cross land from new improvement types. There are other mods [www.picknmixmods.com] that already do that anyway.

2) This doesn't improve an existing resource. It makes a new one. This will put fish on a tile that didn't have fish before, which is a huge boost in potential yield. I'm not going to make this even stronger by letting you plop down a luxury or something.
I Am Groot 1 Jul, 2014 @ 2:24am 
@SushiSquid

1) Can you add so that it creates a naval base (which is on land, but passable by ships)? Make it so that if it's right next to a land, you can choose where to put the naval base. Sort of like the gibraltar naval base in real life. It would only take one tile, can take a strategic and/or a luxury resource (that is on land), would have a small defensive capability (10dmg a turn instead of 30dmg of a citidel), counts as your tile so you can heal. This would also help lake-locked cities to be able to have access to the oceans.

2) Can you make it so that it can improve any resource, not just fish?

3) You can make it as another mod if it's too different :D
HiddenSquire 20 May, 2014 @ 1:41am 
This is now one of my favorite utility mods. It is one of the few mods that I will almost always have enabled.
Hokath 8 May, 2014 @ 8:37am 
If you upped the aquaculture yeild, would the AI use it more?
Keukotis  [author] 7 May, 2014 @ 2:08pm 
I'm aware this doesn't make sense. This is just useful mechanically. It's silly to have admirals making fish farms and I don't care. It's better than having a bumch of useless ones sitting around doing nothing.
A Pipe-Smoking Rabbit 7 May, 2014 @ 7:19am 
@SushiSquid Oh you're right, it does make perfect sense, after all admirals are always setting up fish farms around the world. They don't just know how to command fleets of ships and win naval battles, they know all about fish too. It makes so much sense...
Eberon 1 May, 2014 @ 9:38am 
Which is what I expected but all I got was the aquaculture. I guess I will have to check and see if its conflicting with another mod.
Keukotis  [author] 30 Apr, 2014 @ 7:10pm 
@Eberon
Then something went wrong and the Lua script isn't firing for you. You should never actually see an Aquaculture in the game. As soon as one appears it gets immediately replaced with an improved Fish resource.
Eberon 30 Apr, 2014 @ 3:17pm 
But it doesnt make a fish resource as advertised. It just adds +1 food to that tile. It would be awesome if it added a fish resourse. As it is its meh, better than nothing but a bit of a let down from what expected.
Commissar Cotchinsky 19 Apr, 2014 @ 4:30pm 
why not have it so he makes the water forts like they hade back in WWII?: http://img.weburbanist.com/wp-content/uploads/2008/04/army-sea-forts.jpg
Baker0214 15 Apr, 2014 @ 6:46pm 
i would get it if it expanded borders
Keukotis  [author] 13 Apr, 2014 @ 4:19pm 
@magnificent microwave
It's creating a fish resource on a panel that previously had no resource, then improving it with a fishing boat.
magnificent microwave casserole 8 Apr, 2014 @ 4:03am 
wait so does he make a fish resource (like jesus) and then works it or can he jest work a fish resource.:Keys:
Chowcrunch 6 Apr, 2014 @ 1:04am 
you should make it so it expands your borders as well
Cuttlefish 5 Apr, 2014 @ 8:05pm 
this is great, but maybe you should make it so that you can only use this after you discover a certain technology? The one I have in mind I think is called ecology or somthing.
OsamaBinLaggin 5 Apr, 2014 @ 7:48pm 
@TarcisioCM Yeah, I think that would work a little bit better in terms of the theme of the improvement
Dragonofhonor 5 Apr, 2014 @ 6:38pm 
Good idea for making the Great Admiral more useful, but maybe make a Sea Fortress that damages the units around it. Similiar to Great General, but on water.
JeraWolfe 5 Apr, 2014 @ 3:12pm 
This is awesome, can you get this for MP as well?
sreduardoand 5 Apr, 2014 @ 11:56am 
Does the IA know how to use it?
[LpSk] Sujoo 5 Apr, 2014 @ 11:01am 
This sounds awesome. Thanks for making this mod! I must now play a new island map, maybe as Japan...
Krajzen 5 Apr, 2014 @ 9:33am 
I really like this idea. It may seem unimpressive but:
- basic coastal tile gives +1 food
- fish make it +2 food
- improved fish: +3 food
- lighthouse: +5 food +1 production
- Compass: 5 food, 1 production, 1 gold
- Seaport: 5 food 2 production 2 gold
...so, to sum up, basically Admiral can create tile with +8 yield compared to normal one. Also, now Food finally has some Great Person Tile Improvement. Nothing to complain about :)
Bubblegum 5 Apr, 2014 @ 9:08am 
I think a Great Port or something similar would be better, he's a Great Admiral not a Great Fisherman after all.
BlitzMartinDK 5 Apr, 2014 @ 4:43am 
.for a bit of added realism, maybe he can only build the fish next to land.. will avoid some of the exploit of being able to buy admirals and having a massive amount of fish around a tiny island..
Not so sure how I can justify building a floating Island for a city :D. But it sure would be nice to be able to do that next to Krakatao, or such..
BlitzMartinDK 5 Apr, 2014 @ 4:36am 
A build for the great admiral makes sense. not so sure the fish isn't op..if this is a standard fish, then it can get +2 hammers from buildings, and another from religion..What I really miss, is a chance to make a tiny, one-hex island in certain places..(to build a city on later..)
Also, will he be able to build the fish over a resource you have not discovered yet, like oil? -then you can use an early admiral to find those places...
Lynxie 5 Apr, 2014 @ 3:32am 
Maybe sea naval base?It will be something like fortress, but in the sea or ocean
toobye 5 Apr, 2014 @ 12:41am 
If you rename them great sea men it would make more sense
Kojo 4 Apr, 2014 @ 6:07pm 
Gaffer Bell's idea is cool as well.
Kojo 4 Apr, 2014 @ 6:07pm 
Gotta agree with Kamikaze. A Great Admiral should expend itself to create something that has benefit militarily in the same fashion that the Great General does.
Medizine 3 Apr, 2014 @ 6:36pm 
Um, I like the idea of the great admiral having a build of some sort but I think a better one would be those Maunsell Forts, as it works as a citadel (so any enemy warships take damage when adjacent to it) but that's just my opinion. Great Mod :D
Keukotis  [author] 2 Apr, 2014 @ 2:53pm 
@NineSixFourSixThreeSix
I understand that sentiment, but there are a ton of +yield improvements that Great Persons can build on land. I wanted to add one for water.
That and I don't do 3D modeling.
Keukotis  [author] 2 Apr, 2014 @ 2:53pm 
@jonathan.ayling
The AI should use this like any other improvement. Now, I can't promise that they will because the AI is notoriously bad at actually expending Great Persons, commonly holding onto them for a very long time, even ones that don't have a passive benefit. But because I stuck +1 Food on the thing, it will evaluate that the Aquaculture can be built for a benefit, so it should at least consider building it. You'll never see an Aquaculture itself because as soon as a human player sees one, the LUA event will fire to replace it with a Fish+Fishing Boats like it does for you, but theoretically, the AI should build these.
Oh yeah - AI will just be getting that +1 Food until you lay eyes on the thing. Unfortunately that's a Serial Event, which only fire for human players. Nothing I can do about that.
Keukotis  [author] 2 Apr, 2014 @ 2:53pm 
@Mitch_Please
The Great Admiral is creating a fish farm, so this makes perfect sense. That's what an aquaculture is.