Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Maritime: Seaside Sectors
164 Comments
Nightmare576 9 Apr @ 4:32pm 
Although I did remove the file that makes thanhs mutually exclusive with arsenals because thanhs are not a specialty district and all that, it just makes more sense to me
Nightmare576 14 Mar @ 4:15pm 
Is there a way to make Harbors and its buildings still affected by Veterancy? I assume so but I don't know much about editing .sql files.
madladthad 13 Jan @ 6:45pm 
btw, the waterfront is missing the check for japan. it's supposed to replace the +1 every two districts with the +1 for each district but instead it just applies both. I quite enjoy it, but it is a little bit busted and probably not intended :P have a nice day!
zorkoczy.z 20 Dec, 2024 @ 10:46am 
Very nice one of my favorite mod. Thx.
Monkey Fightin' Snakes 16 Dec, 2024 @ 12:50pm 
This mod is very cool, but it's a shame that it actually makes coastal cities worse. Instead of having 2 new standalone water districts (like the waterpark), this mod basically removes functions of the harbor and puts them into these new districts. Now you have to build 3 districts instead of one. Sure, they're stronger than the vanilla harbor by itself, but your city would be better off building a vanilla harbor, encampment, and neighborhood instead.
∫ JayX11 22 Nov, 2024 @ 8:40am 
@jkassavetis it's fully compatible I've played over 20games with both mods installed. I had forgotten that this was a mod in all honesty
Piper 19 Nov, 2024 @ 11:42am 
Love this
LumpyAcidFish 30 Sep, 2024 @ 11:31am 
I would treat the waterfront less of a food district more of a tourist/housing district like a water neighborhood and change back the harbor buildings to vanilla
jkassavetis 26 Sep, 2024 @ 6:39pm 
@Rutra, Is this mod incompatible with Sukritact's Oceans by any chance? I couldn't use that game mode since downloaded the JNR district mods.
RutraNickers 1 Sep, 2024 @ 3:24pm 
I've made a patch for Sukritact's Egypt Rework's Set-Ma'at, since it is a custom Industrial District.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3322762447
katzemancer ΘΔ 30 Aug, 2024 @ 7:07pm 
its a really cool and well made mod, but, as others have said, i do wish it was reworked slighty in some way to not make coastal cities even slower to get online, and having to use two-three district slots for what one can do base-game. Yea it does more in the long run but i really feel it in the early game and makes coastal cities kind of weaker honestly
Ravemaster99 29 Aug, 2024 @ 8:49am 
I also wish more details were in the workshop page, but the linked doc does actually specify that change. I had to read between the lines, but the intent seems to be that the harbor (the vanilla district) is being changed to a more commerce oriented building, and the modded waterfront district now provides food. You need to have multiple of these districts to get the full breadth of bonuses again.
Ruby 16 Aug, 2024 @ 11:21am 
Thought this mod was cool until I realized all the massive nerfs to Harbor buildings that make them terrible IMO, the worst offender being the lighthouse (instead of 1 food on all coast tiles you get 2 gold on improved resources essentially making all coast tiles without a resource completely unworkable) You should really clearly lay out all those changes in the description.
arng_ky 11 Aug, 2024 @ 1:54pm 
can i have +1 production from shipyard from all coastal tile without improve them or someone tell me how to change it in mod line
vvickedforce 10 Aug, 2024 @ 2:17am 
amazingly done good sirs, hope you be with us when CIV 6 comes :D
DasBakterium 28 Jul, 2024 @ 9:29am 
Is this mod compatible with the BBG mod?
Moffe 10 Jun, 2024 @ 2:01pm 
So me and my buddy loved this mod but there was one problem we begin to desync whenever we use this mod in multiplayer. Even when you are not the one hosting it and the mod isnt in the game. Is there a way to fix it?
Gargsco 28 May, 2024 @ 2:58pm 
I know this may be a question not belonging here or something that might actually be rude asking, so if it is either of those things feel free to tell me off for it.

Can anyone tell my if there is a way to find where the mod is saved and how to edit it so that the Arsenal can be built in a city that already has an encampment?

I know this is not how the mod was intended and if it is rude to ask for wanting to change anothers creation just for my tastes then I am sorry.
diety 17 May, 2024 @ 2:41pm 
i have discovered that this does not work with any of the UC district improvement mods in case anyone is wondering why its crashing. that could be a issue your having.
Gray Pockets  [author] 3 May, 2024 @ 3:18pm 
In what way does it not work?

Do you have an error you can share?
ajg4321 3 May, 2024 @ 3:11pm 
not sure why, but this mod just suddenly stopped working for me after it was working just fine. It would be fantastic to have it in the game again
infinitesworld 24 Apr, 2024 @ 12:51pm 
Is there a way to code the Arsenal so it cannot be adjacent to another arsenal foreign or owned? the AIs love to team up and block tight waterways. Thanks.
starverse 3 Apr, 2024 @ 3:04am 
Is this compatible with Pokiehl's Better Coastal Cities and Water Tiles?
TexasOp 17 Mar, 2024 @ 1:41pm 
Is there a way to have both an encampment and an arsenal in 1 city?
dhaudaygeqy 4 Mar, 2024 @ 10:34am 
NGuardian 29 Feb, 2024 @ 2:31am 
thanks
EndlessSauron 28 Feb, 2024 @ 10:56pm 
I would love if this mod also changed Harbors to gen Merchants and Arsenals gen Admirals
Gray Pockets  [author] 28 Feb, 2024 @ 8:50pm 
I made two extension mods for More Maritime: Seaside Sectors:

* Royal Navy Dockyard Arsenal - England's Royal Navy Dockyard becomes an Arsenal
* Arsenals is for Admirals - Great Admirals move from Harbors to Arsenals

There was a third, but it has since been integrated into this mod.

@Albro feel free to include any of this in your mod if it's to your liking.
@Mr Peterson from Hello Neighbor - Now you can turn the Royal Navy Dockyard into an Arsenal!
NateMZekrom 16 Feb, 2024 @ 8:53pm 
this has made gameplay much more enjoyable! I would love for a Science district. a marine-life institute perhaps?
WolfDragon27 2 Feb, 2024 @ 11:26am 
How about the seaport give +2 gold on all unimproved coast tile instead?
willvette 17 Jan, 2024 @ 12:01pm 
Suggestion withdrawn
learned it was impossible to do on the civ discord
Imperial Diplomat 12 Sep, 2023 @ 6:33pm 
How does this work with the Royal Navy Dockyard?
Domenicus 31 Aug, 2023 @ 8:38am 
It works with CL - the author is the same.
Turboscopic 2 Aug, 2023 @ 9:59pm 
Man I'd be so stoked to play this. I love the Water Park district and being able to make use of the sea. But I KNOW this must not be compatible with City Lights and GoldenAge, which I just can't bring myself to drop. Looks really cool though!!
Fork The Disemboweler 9 Jul, 2023 @ 1:02pm 
Can I use your mod as base for bridge district mod? I mean, using structure and such stuff.
PHILIPPE 24 Jun, 2023 @ 2:47pm 
is both dlc necessary to have or can the mod run without them?
RyanH™ 19 Apr, 2023 @ 1:56am 
@Teckler

Ive modded whereby there were the possiblites for both districts playing a game where Zulu

When building an arsenel in a city that has encampment/ the arsenal has no building upgrade possiblites.
Likewise all exsisting arsenels lost their buildings with no options.

would the conflict have been one of these lines /zulu prehaps?

( District, MutuallyExclusiveDistrict ) VALUES

( 'DISTRICT_IKANDA', 'DISTRICT_ARSENAL' ),
( 'DISTRICT_ENCAMPMENT', 'DISTRICT_ARSENAL' ),
( 'DISTRICT_ARSENAL', 'DISTRICT_ENCAMPMENT' ),
( 'DISTRICT_ARSENAL', 'DISTRICT_IKANDA' );
arkantos21 11 Apr, 2023 @ 8:13pm 
italian please
snipergotme 31 Mar, 2023 @ 10:51pm 
I'll start off by saying I absolutely love the mod idea. Gives coastal cities a bigger and more relevant decision tree for infrastructure. Great work! I have a few queries though.

Is there a reason for nerfing the seaport from +2 gold to +1 gold? The seaport already comes very late in the game which means the production/gold spent on it will not pay itself back in most cases.

Also, would you consider reducing the cost of the breakwater building? It's too expensive rn at 780 gold/195 production. Or maybe buff it with more housing/food?
Teckler_From_Krieg 27 Mar, 2023 @ 8:53am 
Hello All, the Arsenal and the Encampment are considered "one or the other" by the game, but not to worry, as @Jota Howl & @DaN dAH mAn posted:

Go to Steam Apps
Then Workshop
Then Content
Then folder 289070
Then folder 2601169154 (its the only one that starts with 26011)
edit out/delete the lines under "INSERT INTO MutuallyExclusiveDistricts"

It worked for me!! I used notepad ++ (for anyone familiar with Skyrim modding, you likely have this already)
Locker1586 20 Mar, 2023 @ 4:56pm 
This is amazing.
Dark Sun Gwyndolin 11 Mar, 2023 @ 5:09am 
Is it possible to make compatibility between this and City Lights, so the new districts interact with Boroughs and Towns?
Comrade Noot 2 Mar, 2023 @ 8:15pm 
Moving the +1 Food to all coast tiles from lighthouse to Breakwater cripples early growth of island cities.

Naval Tradition is a Medieval civic, where Harbors/Lighthouses are available in early Classical era. The Breakwater building requires significantly more production to build which is a big problem for a small city. Thus you delay getting a crucial growth factor for island cities an era later AND have to build an extra expensive building to get it.

For a Mod that on its surface seems perfect for a civ like Kupe, it is actually a poison that cripples the early game of his civ in particular.
cat_soup 21 Feb, 2023 @ 6:25pm 
In a heavily modded game, the assets for arsenal and waterfront are replaced by a exclamation mark. Its probably a compatibility issue with one of my mods, but i just wanted to know if anyone has had this problem.
Baalzeboul 3 Feb, 2023 @ 10:18am 
Dear @Albro,

Does this mod work with JNR's "Urban Complexity" mod serie ?
CruJones33 30 Jan, 2023 @ 8:53pm 
does building the Arsenal prevent building the Encampment?
CypRyan 19 Jan, 2023 @ 6:56am 
@ [PIGZ]MrTango : That is a great idea and I wanted that, too. I made a small mod to achieve that: CypRyan's More Maritime: Seaside Sectors Modifications .
With this mod the Harbor district and its buildings yield Great Merchant points instead.
Nepoleon (DarkosVe) 29 Dec, 2022 @ 12:09am 
Hay for some reason this mod isn't working for me, prevents the game from starting. Something about the starting script being prevented from starting.
[PIGZ]MrTango 28 Dec, 2022 @ 10:35am 
Any chance of changing harbours (and unique harbours) to give great merchant points, as the arsenal is now the water encampment?