Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Maritime: Seaside Sectors
166 kommentarer
Slurp 3. okt. kl. 1:35 
i didn't found the information on other mod pages, on the comment section nor in the mod's docs, so i would like to ask here : is it compatible with urban complexity series by JNR ?
This mod seems very interesting but i can't play without UC anymore, i seems too weird ...
Rick3tkh 23. sep. kl. 20:04 
@monkeyfightin'snakes it's a net gain. it basically means that any island with 2 or more tiles can have a whopping 5 districts on it (city center, harbor, arsenal, entertainment pier, neighborhood in the late game is ideal)

this means that city is going to have a LOT more defense that it would otherwise, plus the defensive boost for having a "MILITARY" type district of some kind. remember, districts improve city attack and defense strength, and the arsenal counts as giving extra protection until it too goes down.

there's real no net negative, there.
Nightmare576 9. apr. kl. 16:32 
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. kl. 16:15 
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. kl. 18:45 
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 kl. 10:46 
Very nice one of my favorite mod. Thx.
Monkey Fightin' Snakes 16. dec. 2024 kl. 12:50 
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 kl. 8:40 
@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 kl. 11:42 
Love this
LumpyAcidFish 30. sep. 2024 kl. 11:31 
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 kl. 18:39 
@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 kl. 15:24 
I've made a patch for Sukritact's Egypt Rework's Set-Ma'at, since it is a custom Industrial District.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3322762447
hazelcake 30. aug. 2024 kl. 19:07 
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 kl. 8:49 
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.
WeddingBoi 16. aug. 2024 kl. 11:21 
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 kl. 13:54 
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 kl. 2:17 
amazingly done good sirs, hope you be with us when CIV 6 comes :D
DasBakterium 28. juli 2024 kl. 9:29 
Is this mod compatible with the BBG mod?
Moffe 10. juni 2024 kl. 14:01 
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. maj 2024 kl. 14:58 
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. maj 2024 kl. 14:41 
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  [ophavsmand] 3. maj 2024 kl. 15:18 
In what way does it not work?

Do you have an error you can share?
ajg4321 3. maj 2024 kl. 15:11 
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 kl. 12:51 
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 kl. 3:04 
Is this compatible with Pokiehl's Better Coastal Cities and Water Tiles?
TexasOp 17. mar. 2024 kl. 13:41 
Is there a way to have both an encampment and an arsenal in 1 city?
dhaudaygeqy 4. mar. 2024 kl. 10:34 
NGuardian 29. feb. 2024 kl. 2:31 
thanks
EndlessSauron 28. feb. 2024 kl. 22:56 
I would love if this mod also changed Harbors to gen Merchants and Arsenals gen Admirals
Gray Pockets  [ophavsmand] 28. feb. 2024 kl. 20:50 
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 kl. 20:53 
this has made gameplay much more enjoyable! I would love for a Science district. a marine-life institute perhaps?
WolfDragon27 2. feb. 2024 kl. 11:26 
How about the seaport give +2 gold on all unimproved coast tile instead?
willvette 17. jan. 2024 kl. 12:01 
Suggestion withdrawn
learned it was impossible to do on the civ discord
Zoo Tycoon 2: Marine Mania 12. sep. 2023 kl. 18:33 
How does this work with the Royal Navy Dockyard?
Domenicus 31. aug. 2023 kl. 8:38 
It works with CL - the author is the same.
Turboscopic 2. aug. 2023 kl. 21:59 
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. juli 2023 kl. 13:02 
Can I use your mod as base for bridge district mod? I mean, using structure and such stuff.
PHILIPPE 24. juni 2023 kl. 14:47 
is both dlc necessary to have or can the mod run without them?
RyanH™ 19. apr. 2023 kl. 1:56 
@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 kl. 20:13 
italian please
snipergotme 31. mar. 2023 kl. 22:51 
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 kl. 8:53 
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 kl. 16:56 
This is amazing.
Abhartach 11. mar. 2023 kl. 5:09 
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 kl. 20:15 
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 kl. 18:25 
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 kl. 10:18 
Dear @Albro,

Does this mod work with JNR's "Urban Complexity" mod serie ?
CruJones33 30. jan. 2023 kl. 20:53 
does building the Arsenal prevent building the Encampment?
CypRyan 19. jan. 2023 kl. 6:56 
@ [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.