Fish Farms

Fish Farms for Better Water Tiles 1.7.0

Magil

Monarch
Joined
Sep 26, 2010
Messages
1,618
Description
Water tiles suck. I think pretty much everyone agrees to that. There's another mod out there that seeks to address that, and honestly I encourage you to check it out, it's pretty cool too. But I had a different idea in mind for addressing this problem.

Historically, Civilization has improved water yields primarily using buildings. Sea tile improvements could only be built by work boats on sea resources. The above mod takes that approach to solving the problem, using the harbor district and its associated buildings and specialists to improve sea tiles.

My idea, however, is to let players build improvements directly on coastal and ocean tiles using builders, which now build when embarked. This mod allows you to build fishing boats (for +1 food to start) on tiles, even if they don't contain the appropriate resource. It also adds similar functionality for fishing boats as farms have, gaining adjacency boosts from a civic and later, a tech. They won't end up quite as powerful as farms most of the time, but farms compete with land for mines and district placement, so that's to be expected.

To use this together with another mod like Improved Water Tiles, remove the FishFarmsBuildings.xml and FishFarmsBuildingsText.xml files from the mod folder. Note that this would make water tiles very strong and is probably not recommended, but hey, it's your game!

Features (Version 1.7.0)
  • Added the ability to build fishing boats on any coast or ocean tile, like farms on grassland or plains.
  • The Naval Tradition civic allows fishing boats to act like Feudalism farms, providing +1 food to each fishing boat with 2 fishing boats adjacent.
  • The Plastics technology no longer provides +1 food to all fishing boats. Instead, it grants each fishing boat improvement +1 food for each adjacent fishing boat improvement, like Replaceable Parts for farms.
  • Reworked the God of the Sea pantheon to only work on fishing boats on Fish, Crabs, Whales, and Pearls resources (essentially retaining its original functionality, it seemed overpowered to leave it as is).
  • Modified the Lighthouse. It still has all of its original yields, but also adds +1 Food to crabs and fish resources worked by the city.
  • Modified the Seaport. It no longer adds +2 gold. Instead, it adds +1 gold to each fishing boat improvement worked by the city. The other yields are unchanged.
  • Modified the Harbor. It now has two more adjacency bonuses: +1 gold for every two adjacent fishing boats and +2 gold when adjacent to the city center. Note that this is an indirect buff to the Shipyard.
Planned Future Features
  • At this point I consider the mod feature-complete, but feedback will be appreciated and is helpful.
Compatibility
The main files only modify Fishing Boats and the God of the Sea pantheon, so any mod that doesn't mess with those two things in particular should play nice with it. It doesn't modify technologies or civics directly, only their related text entries.

The Harbor district and Lighthouse and Seaport buildings are modified by the two "building" files. If you don't want to use the district/building changes because of a mod conflict, you can remove the files "FishFarmsBuildings.xml" and "FishFarmsBuildingsText.xml", or replace them with blank XML files.

How to Install
Extract to My Games/Sid Meier's Civilization VI/Mods/ folder.

Additional Notes
I've never been a Civ modder before. I haven't done much modding in general, I did one Dominions 4 mod a little while ago. Everything seems to work on my end, but I apologize in advance if any part of my work is shoddy. Feedback is appreciated and I'll do what I can to make the mod play nice.
 
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Does the AI build them?

Spoiler :


If anything, the AI may be a little too enthusiastic about building them... especially since it seems to avoid the Naval Tradition civic even late in the game. I like that pre-requisuite for the adjacency bonus, but I may need to re-examine it to help the AI out.

Working on an update that will change the Lighthouse to add +1 food to fish/crabs and the Seaport add +1 gold to all fishing boats worked by the city. Currently that's all I have planned, decided to leave the Harbor and Shipyard alone, I'm trying to keep overall gameplay modification low since I think the fishing boat spam is already a significant change. Seeing some city-states that settle in the tundra/ice regions actually reach mid-size population levels for once.
 
Magil updated Fish Farms with a new update entry:

Final-ish Version

At this point I consider the mod to be mostly feature-complete. I'll put the full details in the opening post, but the gist is that I've modified the Lighthouse and the Seaport slightly. I decided to leave the Harbor and Shipyard alone. The building changes are in separate files, so you can remove both of the files that have "building" in the name to remove those changes if you want to use this mod in conjunction with another mod that modifies the harbor and its buildings.

I'd appreciate feedback re: Naval Tradition. This is the civic that feels "right" to me for the fishing boat adjacency boost, but the AI tends to ignore it, which hurts them. If I moved it to a civic like Civil Service or Guilds, the AI would be more likely to utilize the Medieval adjacency boost. Thoughts?

Also, make sure to tell me if you encounter any bugs or weird behavior. I haven't found any in the game I'm running to test the mod, but feedback is always helpful. One thing: this mod will only affect buildings that have been built since the mod was updated. If, by chance, you were using a previous version of the mod and built lighthouses or seaports and update to this version, only newly-built buildings will be affected.

Here's a screenshot of a post-Plastics Islands map with lots of fishing boats out:

Spoiler :
 
Will this mod and the "Improved Water Yields" mod still work together?

You'd probably need to remove the FishFarmsBuildings.xml and FishFarmsBuildingsText.xml files to make them work well together. That'd just remove my changes to the Lighthouse and Seaport but still allow the building of Fishing Boats on any water tile and the related adjacency bonuses to function.
 
Magil updated Fish Farms with a new update entry:

One More Update!

One last addition: Harbors now receive +1 Gold for every 2 fishing boat improvements. This is an indirect buff to the Shipyard as well. This change is included in the FishFarmsBuildings.xml so removing that file will also remove this change, if you have other mods that modify the harbor.

Read the rest of this update entry...
 
Can I use this one too I have a great idea to compliment it, please!!! I want to do dynamic tile yields Where Improvements will drain from tiles around it bull will buff current yields naturally to balance it out and then have districts buff the improvements around it I figured how to make it work without LUA file. I can use the in-game mechanics to do it It would really make the districts and improvements better plus give the Ai the appearance of cognitive thought more so. Worked really well last time I did it in 5, should work even better because I can tell the Ai to use the same strategy as when putting down districts.
 
If you want to use any part of this mod, feel free. I haven't updated it in a while so the code's a little shoddy (this was the first ever mod I did) but it should still work so go ahead.
 
Yeah if not I'll update it to work in reworking tiles and improvements anyways no big deal.
 
If you want to use any part of this mod, feel free. I haven't updated it in a while so the code's a little shoddy (this was the first ever mod I did) but it should still work so go ahead.
I still use this mod and like it immensely! Is it still working alright with the harbour changes of the Australia patch?
 
It should. I really need to get around to updating it and cleaning up the code one of these days.
 
Can you make new tech or civic - Aquaculture (I think Medieval era)? Aquaculture may provide bonuses for your fishing farms. Also can you make new building - Fish Hatchery (Electricity tech)? This building may receive bonuses from fishing boats or provide bonuses for fishing boats.
 
Can you make new tech or civic - Aquaculture (I think Medieval era)? Aquaculture may provide bonuses for your fishing farms. Also can you make new building - Fish Hatchery (Electricity tech)? This building may receive bonuses from fishing boats or provide bonuses for fishing boats.

Apologies, but I'm trying to keep this mod rather simple. I feel that adding new buildings or techs is beyond the scope of this mod.

I have some ideas for a greater economic overhaul mod, but that may be a ways off.
 
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