Sid Meier's Civilization VI

Sid Meier's Civilization VI

Deep Sea Fisheries
43 kommenttia
Gray Pockets 1.3.2024 klo 3.30 
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 3.5.2020 klo 9.44 
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 3.5.2020 klo 9.42 
Yes!!! We are not worthy!! Thank you so very much. :) <3
p0kiehl  [tekijä] 2.5.2020 klo 12.24 
Hi everyone, I've made an updated version of this mod called Fisheries++ - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2082248245

That mod is similar, but also allows the Fishery to be built on Reefs.
Ingolenuru 30.10.2019 klo 16.01 
Thank you! This is really needed for earlier in game coastal cities.
p0kiehl  [tekijä] 30.10.2019 klo 15.11 
Yep, it's working.
Ingolenuru 30.10.2019 klo 14.43 
Great idea p0kiehl. :) Is this working with the Sept patch? Thank you.
Nizou 28.7.2019 klo 12.52 
Is it working on last patch ?
Bliss 15.3.2019 klo 19.24 
oh im stupid i was doing this vanilla nvm this works
BKGamesPI 13.3.2019 klo 12.05 
ahh ok thx didn't know that
p0kiehl  [tekijä] 13.3.2019 klo 11.59 
Fisheries aren't a part of vanilla, so no. This morning requires either Rise and Fall or Gathering Storm.
BKGamesPI 13.3.2019 klo 11.55 
Anyway this can be made vanilla compatible?
Bliss 9.3.2019 klo 16.23 
Whenever I start a game a game it says mods aren't compatible when its the only mod used
p0kiehl  [tekijä] 9.3.2019 klo 13.59 
Yes it does.
Bliss 9.3.2019 klo 13.45 
Doesnt work
axatoramus 8.3.2019 klo 9.21 
AWESOME
storm_pup 4.3.2019 klo 19.18 
Thanks DeviousTunic227
DeviousTunic227 4.3.2019 klo 7.26 
The ability to construct fisheries is in Liang's promotions.
storm_pup 2.3.2019 klo 3.55 
Is there a certain tech/civic that is required to get construct the fisheries?
zon 26.2.2019 klo 4.53 
thx for the update :)
TranscendentC 20.2.2019 klo 21.18 
@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 20.2.2019 klo 21.14 
@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 18.2.2019 klo 17.56 
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  [tekijä] 16.2.2019 klo 7.04 
@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 16.2.2019 klo 6.47 
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  [tekijä] 15.2.2019 klo 18.57 
This mod has now been updated for Gathering Storm.
Bazingler 15.2.2019 klo 12.59 
it says its not updated with the game and says i cant play when i have this mod active
Sundayzzyy 13.2.2019 klo 11.08 
ok
thecraftybee 13.2.2019 klo 7.12 
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.
Gunner 10.2.2019 klo 13.07 
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  [tekijä] 9.2.2019 klo 13.15 
@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  [tekijä] 9.2.2019 klo 13.14 
Fisheries without the governor is certainly possible but it's not the focus of this mod.
Jessy2299 8.2.2019 klo 22.06 
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 8.2.2019 klo 13.56 
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  [tekijä] 7.2.2019 klo 13.58 
Thank you both!
Cosmic Fox 7.2.2019 klo 5.13 
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
Nice job, and makes perfect sense for additional water resources. Faved, Rated & Subbed.:md_smile::SpRad_ThumbsUp:
p0kiehl  [tekijä] 5.2.2019 klo 8.45 
Fisheries do not provide housing, Olivier. Lord Twaddleford was saying the food from fisheries will help fill up his housing.
Kunakuni 5.2.2019 klo 8.34 
it is 0.5 housing or 1 ?
Mr. Twaddleford 5.2.2019 klo 4.33 
As someone whose favourite map type is Island Plates, this should help me fill up that extra housing a bit sooner.
p0kiehl  [tekijä] 4.2.2019 klo 19.21 
Thanks Oneiros and View!
View The Phenom 4.2.2019 klo 16.27 
Great change, should help out coastal cities even more.
Lovecraftbaby 3.2.2019 klo 15.09 
I love playing tall and this will greatly enhance my experience and my enjoyment of the game. Thank you.