Sid Meier's Civilization VI

Sid Meier's Civilization VI

Arsenals is for Admirals
15 Comments
Nightmare576 16 May @ 6:53am 
This seems a bit broken, since Great Merchants are usually better than Great Admirals unless you're in a lot of naval combat. If Harbors now grant great merchant points, then you could potentially get a lot of great merchants with the already fearsome commercial hub-harbor opening
Sharkologist 6 May @ 8:16am 
Do harbours give Great Merchant points with this mod then?
Madisonian 1 May, 2024 @ 7:25am 
I should mention that it works for all Great Admirals from Firaxis and any modded Admiral who activates on the Harbor but whose ability does not directly alter the Harbor itself. Great Pirates, Ancient Paragons, and Nyguita's Great People are compatible, but I'd have to research other mods upon request.

An example of what I mean is the Great Merchant Geovanni de Medici; he builds a Market and Bank in the district, so he *has* to activate on a Commercial Hub instead of another district or any tile in general. Same would apply to any Admiral who builds a Lighthouse for example; in that case, he would need to either remain activated at a Harbor, or have the ability modifier changed to Arsenal buildings instead. Hope that helps.
Gray Pockets  [author] 30 Apr, 2024 @ 10:53am 
Oooh, that's excellent!!

I will definitely implement, and I will update their ability text also.
Madisonian 30 Apr, 2024 @ 8:52am 
Small suggestion...Great Admirals should activate their abilities on Arsenals instead of Harbors. Tested this code and it works on Great Admirals with abilities previously activated from Harbors.

UPDATE GreatPersonIndividuals
SET ActionRequiresCompletedDistrictType='DISTRICT_ARSENAL'
WHERE ActionRequiresCompletedDistrictType='DISTRICT_HARBOR'
AND GreatPersonClassType = 'GREAT_PERSON_CLASS_ADMIRAL';
Madisonian 30 Apr, 2024 @ 7:59am 
@EndlessSauron, If you want Admirals from Arsenals and Great Merchants from Harbors, check out CypRyan's More Maritime: Seaside Sectors Modifications, that mod does both. One caveat... unless the author updates it or you make the edits yourself, as of posting that mod does not change certain Great Merchants from activating only on Commercial Hubs. If you're comfortable with adding code, there's a discussion on there with a fix.
Gray Pockets  [author] 29 Mar, 2024 @ 8:57am 
Sorry to hear that. Unfortunately I believe it is a side affect of changing the .modinfo file to add the new project icon.
Yeah I Ate It 29 Mar, 2024 @ 8:50am 
Today's upgrade caused a mod conflict when trying to load my latest save. Had to disable in order to launch a game.
Gray Pockets  [author] 5 Mar, 2024 @ 5:06pm 
When using this mod you can still build military versels in the Harbor district. Just no Great Admiral points.
AntipaterTruscus 5 Mar, 2024 @ 12:18pm 
More Maritime: Seaside Sectors already provide Waterfront as an non-military option, so it seems fine to me that Harbor sits somewhere between purely military and non-military.
Moving all military affairs to the Arsenals seems unnecessary and unrealistic. After all, navies can take advantage of civilian harbors when there is a total war going on.
EndlessSauron 1 Mar, 2024 @ 12:10pm 
I find that if i have harbors i don't build commercial hubs as i see them as a replacement district
Gray Pockets  [author] 1 Mar, 2024 @ 12:05pm 
Then you have a similar problem, the Merchants will run out quickly.
EndlessSauron 1 Mar, 2024 @ 9:02am 
Interesting, if Harbors don't gen any great people points, i could see merchants being added
Gray Pockets  [author] 28 Feb, 2024 @ 11:37pm 
No. With this just this mod & More Maritime: Seaside Sectors loaded, Harbors generate no Great Person points.

With just More Maritime: Seaside Sectors loaded, both Harbors and Arsenals give Great Admiral Points. I found this to mean that the Great Admirals got bought out way too early.

Long term I am probably going to recommend JNR's Great Explorers as a Harbor replacement. I haven't tried integrating them just yet, but it's on my to-do list!
EndlessSauron 28 Feb, 2024 @ 10:53pm 
does this mean that harbors instead of generating Admirals now do Merchants?