Sid Meier's Civilization VI

Sid Meier's Civilization VI

1,255 ratings
More Maritime: Seaside Sectors
9
4
9
10
5
2
5
5
2
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
62.623 MB
Sep 13, 2021 @ 8:56am
Mar 28, 2024 @ 6:01pm
9 Change Note ( view )
You need DLC to use this item.

Subscribe to download
More Maritime: Seaside Sectors

Description
More Maritime: Seaside Sectors

This mod aims to expand the infrastructure available for your coastal cities by introducing 2 new Districts and 5 new Buildings!









For a full design breakdown of the effects in this mod, see the Design Doc here[docs.google.com]






This mod was made as a Commission. If you'd like to Commission something for Civ 6, feel free to send me a message on Discord at Albro#6662 or email albro.mod@gmail.com for more details!

Join us on Discord to share screenshots, feedback, and ideas, as well as see whats coming up in the future!

[discord.gg]

Lastly, please consider supporting me on Patreon. I know it gets asked a lot, but honestly your support would mean the world!

[www.patreon.com]
Popular Discussions View All (2)
17
Aug 23 @ 3:54am
Bug Reports
Albro
1
Feb 11, 2024 @ 6:26am
Seaside Sector + R&F
Zelllor
166 Comments
Slurp Oct 3 @ 1:35am 
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 Sep 23 @ 8:04pm 
@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 Apr 9 @ 4:32pm 
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 Mar 14 @ 4:15pm 
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 Jan 13 @ 6:45pm 
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 Dec 20, 2024 @ 10:46am 
Very nice one of my favorite mod. Thx.
Monkey Fightin' Snakes Dec 16, 2024 @ 12:50pm 
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 Nov 22, 2024 @ 8:40am 
@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 Nov 19, 2024 @ 11:42am 
Love this
LumpyAcidFish Sep 30, 2024 @ 11:31am 
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