Sid Meier's Civilization VI

Sid Meier's Civilization VI

Deep Sea Fisheries
43 comentarii
Gray Pockets 1 mart. 2024 la 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 mai 2020 la 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 mai 2020 la 9:42 
Yes!!! We are not worthy!! Thank you so very much. :) <3
p0kiehl  [autor] 2 mai 2020 la 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 oct. 2019 la 16:01 
Thank you! This is really needed for earlier in game coastal cities.
p0kiehl  [autor] 30 oct. 2019 la 15:11 
Yep, it's working.
Ingolenuru 30 oct. 2019 la 14:43 
Great idea p0kiehl. :) Is this working with the Sept patch? Thank you.
Nizou 28 iul. 2019 la 12:52 
Is it working on last patch ?
Bliss 15 mart. 2019 la 19:24 
oh im stupid i was doing this vanilla nvm this works
BKGamesPI 13 mart. 2019 la 12:05 
ahh ok thx didn't know that
p0kiehl  [autor] 13 mart. 2019 la 11:59 
Fisheries aren't a part of vanilla, so no. This morning requires either Rise and Fall or Gathering Storm.
BKGamesPI 13 mart. 2019 la 11:55 
Anyway this can be made vanilla compatible?
Bliss 9 mart. 2019 la 16:23 
Whenever I start a game a game it says mods aren't compatible when its the only mod used
p0kiehl  [autor] 9 mart. 2019 la 13:59 
Yes it does.
Bliss 9 mart. 2019 la 13:45 
Doesnt work
axatoramus 8 mart. 2019 la 9:21 
AWESOME
storm_pup 4 mart. 2019 la 19:18 
Thanks DeviousTunic227
DeviousTunic227 4 mart. 2019 la 7:26 
The ability to construct fisheries is in Liang's promotions.
storm_pup 2 mart. 2019 la 3:55 
Is there a certain tech/civic that is required to get construct the fisheries?
zon 26 febr. 2019 la 4:53 
thx for the update :)
TranscendentC 20 febr. 2019 la 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 febr. 2019 la 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 febr. 2019 la 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  [autor] 16 febr. 2019 la 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 febr. 2019 la 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  [autor] 15 febr. 2019 la 18:57 
This mod has now been updated for Gathering Storm.
Bazingler 15 febr. 2019 la 12:59 
it says its not updated with the game and says i cant play when i have this mod active
Sundayzzyy 13 febr. 2019 la 11:08 
ok
thecraftybee 13 febr. 2019 la 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 febr. 2019 la 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  [autor] 9 febr. 2019 la 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  [autor] 9 febr. 2019 la 13:14 
Fisheries without the governor is certainly possible but it's not the focus of this mod.
Jessy2299 8 febr. 2019 la 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 febr. 2019 la 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  [autor] 7 febr. 2019 la 13:58 
Thank you both!
Cosmic Fox 7 febr. 2019 la 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
🐺𝓢𝓱𝓪𝓭𝓸𝔀🐾 7 febr. 2019 la 0:12 
Nice job, and makes perfect sense for additional water resources. Faved, Rated & Subbed.:md_smile::SpRad_ThumbsUp:
p0kiehl  [autor] 5 febr. 2019 la 8:45 
Fisheries do not provide housing, Olivier. Lord Twaddleford was saying the food from fisheries will help fill up his housing.
Kunakuni 5 febr. 2019 la 8:34 
it is 0.5 housing or 1 ?
Mr. Twaddleford 5 febr. 2019 la 4:33 
As someone whose favourite map type is Island Plates, this should help me fill up that extra housing a bit sooner.
p0kiehl  [autor] 4 febr. 2019 la 19:21 
Thanks Oneiros and View!
View The Phenom 4 febr. 2019 la 16:27 
Great change, should help out coastal cities even more.
Lovecraftbaby 3 febr. 2019 la 15:09 
I love playing tall and this will greatly enhance my experience and my enjoyment of the game. Thank you.