Sid Meier's Civilization VI

Sid Meier's Civilization VI

CypRyan's More Maritime: Seaside Sectors Modifications
50 Comments
RutraNickers 3 Sep, 2024 @ 7:23pm 
Yep, I managed to make it work. Honestly it was easier than I thought it would be 'cause it didn't need any localization whatsoever. Thanks for the offer nonetheless!
CypRyan  [author] 3 Sep, 2024 @ 9:07am 
Ah I see! So die you figure it out? Tell me if I can help!
RutraNickers 3 Sep, 2024 @ 6:37am 
I kinda asked here since I mistakenly thought the original was not being maintained. Now that I looked again at the last update there, I now know I should've asked there instead. My bad.

The mod doing it was made by me actually. I created it since I just wanted to play the game with both mods on and didn't want to wait.
CypRyan  [author] 3 Sep, 2024 @ 5:53am 
Are you maybe mistaking this mod with the original more maritime mod? This is only an extendion to the original mod with some tweaks.

However, there is a mod for this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3322762447&searchtext=Set-Ma%27at
RutraNickers 3 Sep, 2024 @ 4:03am 
What's missing iss the Industrial District adjacency bonus. Set-Ma'at is an unique Industrial District for Egypt on that mod.
CypRyan  [author] 3 Sep, 2024 @ 1:01am 
Does it crash or what are you missing?
RutraNickers 1 Sep, 2024 @ 2:34pm 
Could you add compatibility with Sukritact's Egypt Rework Set-Ma'at?
CypRyan  [author] 7 Jun, 2024 @ 6:01am 
v6.0 (2024-06-07)
- Most Great Merchants now do not require a Commercial Hub for activation.
- Most Great Admirals are now activated at Arsenal .
CypRyan  [author] 6 Jun, 2024 @ 3:54am 
Seems like we need to slightly tweak the query to work perfectly?
Madisonian 6 May, 2024 @ 7:25am 
Tested and affected Great Merchant abilities are all activating now and without a Commercial Hub. The Campus and Industrial Zone Merchants are also activating elsewhere but their abilities still increase tourism of those districts in your empire, so they work but are unintentionally removed from district activation too. Works with both Great Merchants from Monopoly++ as well.

It might be worth mentioning in the description that Great Admirals still require either a coastal city or a Harbor in order to recruit; that appears to be hardcoded and not changeable to Arsenal.
CypRyan  [author] 3 May, 2024 @ 2:14pm 
Uploaded a new version. Again, couldn't really test it.
CypRyan  [author] 3 May, 2024 @ 12:31am 
Oh dear. I only tested changes in DB, since I have No Time for Tests atm. Gonna look into it this evening.
Madisonian 2 May, 2024 @ 7:10pm 
One other quirk of your update is that Great Merchants Jamsetji Tata and Masaru Ibuka no longer need a Campus or Industrial Zone respectively when they should remain untouched.
Madisonian 2 May, 2024 @ 7:05pm 
Tested the update and while the Merchants can activate elsewhere, the abilities don't actually trigger since the AttachmentTargetType in GreatPersonIndividualActionModifiers hasn't been changed from GREAT_PERSON_ACTION_ATTACHMENT_TARGET_DISTRICT_IN_TILE. Using Ibn Khaldun from Babylon DLC as an example, GREAT_PERSON_ACTION_ATTACHMENT_TARGET_CITY should be used instead. I also tested GREAT_PERSON_ACTION_ATTACHMENT_TARGET_PLAYER but that one didn't work for the 4 Luxury creating Merchants, only TARGET_CITY works.
CypRyan  [author] 1 May, 2024 @ 10:42pm 
v5 (2024-05-02)
- Most Great Merchants now do not require a Commercial Hub for activation-
- Most Great Admirals are now activated at Arsenal .
CypRyan  [author] 30 Apr, 2024 @ 8:50am 
The subselect did just that. It excluded all great merchants with effects affecting buildings or districts that have to be activated at commercial hub. That is geovanni only, but affects great merchants from other mods the same way.
Madisonian 30 Apr, 2024 @ 8:41am 
Sounds good. Just remember that Geovanni needs to be exempted since his ability specifically needs to activate on a Commercial Hub. Same with modded Raymond Rubicam. I'm sure you can write it much better since I'm still new to SQL.
CypRyan  [author] 30 Apr, 2024 @ 8:37am 
The pasted SQL was partly wrong, but should only serve as a concept. Will implement it correctly!
CypRyan  [author] 30 Apr, 2024 @ 8:32am 
Oh true! Will do! Good call!
Madisonian 30 Apr, 2024 @ 8:31am 
I'd be happy to look into mod compatibility if anyone has suggestions, I already checked most major mods; Equally Great Merchants, JNR's Ancient Paragons, Nyguita's More Great People, Great Pirates, and Ea Nasir. Didn't check Dags even more great people mod since it seems outdated and overlaps somewhat with others.

I was going to add a check for Great Person class type so that the changes also don't affect JNR's Great Explorers or anything else but I see you just did that. Cheers.
CypRyan  [author] 30 Apr, 2024 @ 8:00am 
Thank you for this!
I am hesitant about this, since we can't ensure other great merchants added by other mods won't break. A explicit whitelist for well-known Great Merchants and Admirals should be viable.
This is a great idea! I will note that.
Though, I am very busy these days, it will take me some time.
Madisonian 30 Apr, 2024 @ 7:36am 
I tested each Great Merchant after changing them and they all seem to work (ability triggers gold, trade routes, envoys, etc) except for Geovanni de Medici; removing the district requirement broke his ability to build a Market/Bank when there is no Commercial Hub so I left him alone. The abilities attach to the player instead of the district with the change.

Feel free to test for yourself though, I didn't go any deeper than using the Cheat mod for gold, recruiting all Merchants and triggering their ability on other tiles to see if the instant parts work. For example, I didn't check if bonus trade route yields are actually increased, and I just realized I forgot to check if Mary Katherine Goddard still increased Diplomatic Visibility. Anyways, it's a start if you want to include it.
CypRyan  [author] 30 Apr, 2024 @ 1:48am 
Oh you are very right about the Arsenal thing! Should defenitely do that. About removing the district requirements. Not sure if that affects the outcome of some effects.
Madisonian 30 Apr, 2024 @ 12:58am 
Regarding the activation of Great Merchants at Commercial Hubs...while the activator can't be set to two districts, it is possible to remove the Commercial Hub district requirement from the appropriate Great Merchants (Geovanni de Medici builds a Market/Bank so he shouldn't be changed but the rest are all fine). Also, Admirals should activate on Arsenals instead of Harbors.

I'll open a discussion with some code.
[PIGZ]MrTango 22 Apr, 2024 @ 9:33am 
How does the game handle unique commercial hubs? somehow fudge the harbour & harbour uniques as "commercial hub uniques".
Either way, thank you for trying, great mod nonetheless.
CypRyan  [author] 22 Apr, 2024 @ 1:23am 
@[PIGZ]MrTango: Sorry but it is not possible to modify it in a way that GreatMerchants can be activated at both districts, Harbor and CommercialHub.
[PIGZ]MrTango 21 Apr, 2024 @ 3:32am 
Plz could great merchants be activate-able in the harbour & unique equivs.
CypRyan  [author] 18 Jan, 2024 @ 9:35pm 
This actually is a great Idea! But I think you are mistaking this Mod with the original More Maritime mod. This one only adds some minor adjustments to GPP and stuff.
Bloop--Bloop 18 Jan, 2024 @ 3:01pm 
love this mod and had an idea; varangian harold has no unique district or building would be cool to get a unique arsenal for him
CypRyan  [author] 19 Sep, 2023 @ 11:23pm 
Yeah, that's what I figured out, too. It can be achieved with some lua and UI coding. However, some of those GPPs directly modify commercial Hub buildings. Note worth the effort imho.
NicoVPC83 18 Sep, 2023 @ 11:10am 
Yeah, i'm looking into it too, and it seems fixing this would be close to impossible. Too bad, I really liked the idea
CypRyan  [author] 18 Sep, 2023 @ 10:33am 
This is a helpful feedback! Gonna look into it. However, I am not sure if this is easy to come by.
NicoVPC83 18 Sep, 2023 @ 10:12am 
I was playing a naval map with lot of harbors, and not even one commercial hub... guess what? you can't activate great merchants in harbors :(
CypRyan  [author] 30 May, 2023 @ 2:34am 
This mod actually only converts Admiral GPPs to Merchant GPPs. If another mod removes the admiral GPPs before this mod kicks in it wont have any effect. Gonna PM you to figure this out! :)
早乙女らんま 30 May, 2023 @ 2:27am 
Thank you for being so generous.

Some of the mods I use that may affect districts are:
JNR's District Expansion
Specialist Progression

If it wasn't for the impact of these mods, I can't think of other reasons
CypRyan  [author] 29 May, 2023 @ 12:39pm 
I can help to find the issue! Can be a load order problem then.
早乙女らんま 29 May, 2023 @ 12:35pm 
uhh...a lot...
I think this is just my problem.
thx.
CypRyan  [author] 29 May, 2023 @ 12:24pm 
Hm never got that report before. What mods do you use in combination?
早乙女らんま 29 May, 2023 @ 11:49am 
Hi! I love this mod.
But in my game, the Harbor district and its buildings do not yield Great Merchant Points.
Oh, the Arsenal district and its buildings works perfectly.
Maybe you can check it out?
Spartak 11 May, 2023 @ 9:01pm 
Oh yeah, thank you CypRyan!
CypRyan  [author] 10 May, 2023 @ 2:49pm 
There is a comment on the original mod page that explains how to avhieve this by editing the mod code. Does that work for you?
Spartak 10 May, 2023 @ 1:16pm 
I wish that Arsenal would not cancel Encampment and vice-versa
CypRyan  [author] 10 May, 2023 @ 12:56pm 
v2: Fix GPP of harbor project.
CypRyan  [author] 10 May, 2023 @ 12:03pm 
Thank you for the info. Gonna fix that soon!
C1CK 18 Apr, 2023 @ 8:18pm 
Not sure if intentional, but the harbour shipping project still gives great admiral points on completion.
CypRyan  [author] 9 Feb, 2023 @ 10:13pm 
Maybe I expressed misleadingly. Only when installed in combination with Better Coastal Cities and Water Tiles mod there are balancing changes.
Both mods add additional food bonuses to water tiles on their own. That would lead to insance amount of food from coastal tiles.
Preleia 9 Feb, 2023 @ 6:50pm 
Nice one! Was wanting that change for a long time!
Although don't understand why make bonus food from waterbreak and harbor not stack, if these 2 districts are just meant to be created together.

Is there a mod/option to just have great admiral => merchant on the harbor?
伊卡慕斯UwU 31 Jan, 2023 @ 3:04am 
nice
CypRyan  [author] 20 Jan, 2023 @ 10:11am 
@Rough: The food Bonus of Harbor and Waterbreaks do not stack.
Rough 20 Jan, 2023 @ 10:00am 
what does it modify in Better Coastal Tiles?