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Improved Water Yields **Summer 2017 Update** 3

This mod overhauls Harbor adjacency bonuses and Harbor building yields.

  1. thecrazyscot

    thecrazyscot Spiffy

    Joined:
    Dec 27, 2012
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    Available on the Steam Workshop

    This mod overhauls how the Harbor and its buildings work.

    Philosophy
    The design philosophy behind this mod is threefold:
    1. To make coastal cities or cities with many sea tiles more balanced.
    2. To reward careful district planning.
    3. To reward investment over time.
    To that end, base terrain yields are unchanged. Rather, building the Harbor district immediately increases all sea terrain yields by 1 food. Further investment into the district is rewarded in more valuable resources and an additional terrain bonus.

    Ultimately, bare coast tiles will yield 3f/2g and ocean tiles will yield 3f/1g. Resources, on the other hand, will be very fertile. Bare sea tiles in this mod are not designed to be incredibly productive, but are balanced so that working them will still be a net gain. Well-placed harbors can provide extraordinarily large amounts of food, and well-balanced specialists can add just a bit of extra production to island cities.

    Harbor Adjacency Bonus
    • +2 food and +1 gold per adjacent City Center, +1 food and +1 gold per adjacent sea resource
    Harbor Buildings
    • Lighthouse: +1 food to all sea resources
    • Shipyard: production equal to Harbor adjacency bonus, +1 gold to coast and ocean tiles
    • Seaport: +1 food to coast and ocean tiles, +1 production to all sea resources
    These changes replace all prior building yields.

    Other Changes
    • Harbor Specialists: provide +1 food, +1 gold, and +1 production
    • Naval Infrastructure and Economic Union policies increase both the Harbor food and gold adjacency bonuses by 100%
    • Cartography now increases Fishing Boat gold by +1 instead of +2
    Compatibility
    Compatible with the Summer 2017 Update
    Fish Farms
    is compatible with this mod. Several changes are made to Fish Farms if both mods are activated:
    • Fishing Boats no longer gain adjacency bonuses
    • The additional Harbor gold adjacency bonus is removed
    • The additional trade route gold bonus from Harbors is reduced from 2 to 1
    Manual Installation
    To install extract the contents of the zip file to Documents\My Games\Sid Meier's Civilization VI\Mods.
     
    Last edited: Aug 15, 2017
  2. Littlebob86

    Littlebob86 Prince

    Joined:
    Oct 24, 2016
    Messages:
    329
    Awesome! This makes coastal settling more appealing now!

    I had just given coastal tiles a flat +1 food, but wanted the upgrade instead, and the theme fits of different yields for each upgrade
     
  3. zazazuzu

    zazazuzu Warlord

    Joined:
    Oct 31, 2016
    Messages:
    109
    Downloaded the mod, looking forward to trying it out, but could you give more information about where to find that code for the coastal tiles, and how to change it?
     
  4. thecrazyscot

    thecrazyscot Spiffy

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    When you unzip the files into the mod folder you will see 2 xml files. Open the one called TCS_Improved_Water.xml with Notepad or any other text editor.

    The code for the water tiles is bracketed within the <Terrains> and </Terrains> tags. Delete the <!-- before <Terrains> and the --> after </Terrains>. Save and close the file. It should be active now.
     
  5. glaciem

    glaciem Chieftain

    Joined:
    Oct 26, 2016
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    Would this work with my edited Resources.xml files where I edited the crabs/fishes to have +1 yields?
     
  6. thecrazyscot

    thecrazyscot Spiffy

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    It should as I don't touch resource base yields at all.
     
  7. glaciem

    glaciem Chieftain

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    Thanks. Will check it and report back if there are any problems.
     
  8. thecrazyscot

    thecrazyscot Spiffy

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    I'm considering buffing the Food adjacency bonus to +2 Food per adjacent sea resource. Any thoughts on that?
     
  9. Littlebob86

    Littlebob86 Prince

    Joined:
    Oct 24, 2016
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    Yeah , the coastal cities can get really gimped , I mean , that's almost half the tiles you can't use for farms and mines and such , so I definitely don't think it's over the top boosting adjacent tiles by +2..

    Originally when I seen this mod I thought it did all sea tiles , because even adjacent you're on getting mostly only getting 4 adjacent tiles , that then don't get buffed again
     
  10. thecrazyscot

    thecrazyscot Spiffy

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    Littlebob86 likes this.
  11. thecrazyscot

    thecrazyscot Spiffy

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    thecrazyscot updated Improved Water Yields with a new update entry:

    Update 1.2

    Read the rest of this update entry...
     
  12. dturtle1

    dturtle1 Prince

    Joined:
    Aug 15, 2016
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    Location:
    Mackay, QLD, Australia
    Like your changes CrazyScot, especially the Adjacency changes.
     
  13. Atlas627

    Atlas627 Deity

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    What happens on Lakes?
     
  14. agonistes

    agonistes wants his subs under ice!

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    Do these changes affect the Royal Navy Dockyard?
     
  15. Atlas627

    Atlas627 Deity

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    Omg I hope so. I just had the "Buy Theater Square buildings with faith" ability not work on Greece, though the Campus part still did. Parental coding isn't that hard, Firaxis!
     
  16. thecrazyscot

    thecrazyscot Spiffy

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    I forgot about lakes! I'll add those in to the next update.

    Yes, all these changes affect the Royal Navy Dockyard as well.
     
    Atlas627 likes this.
  17. Babarigo

    Babarigo Chieftain

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    Oct 18, 2013
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    Your mod looks nice, I am going to download it but could you also add a gold or food adjacency bonus to the harbour when next to a city center ? It would in my opinion incentivize to sometimes settling directly on the coast instead of settling 1 tile away to get more land tiles.
     
    Kabba QuzAi likes this.
  18. Kabba QuzAi

    Kabba QuzAi Chieftain

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    Ooops, unfortunatly I'm new and had never tested that. But I can't edit my review!
    I can erase it though. Let's see if this will be necessary.


    My biggest worry is! How are you going to beat this? I mean, compensate!! :D

    upload_2016-11-11_15-19-15.png

    upload_2016-11-11_15-19-56.png

    upload_2016-11-11_15-32-45.png
     
  19. Bodin

    Bodin Chieftain

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    This mod seems to conflict (CTD) with "Faster Buildings and Units". Any way to make them compatible?
     
  20. thecrazyscot

    thecrazyscot Spiffy

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    That mod simply makes building/unit production faster, correct?

    If so, there should be no incompatibility as there is no conflicting code between the two at all. I took a quick look to confirm, and that is indeed the case.
     

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