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Thanks! Great mod btw!
@Destrockoc This one improves the water tile yields via water related buildings, the other via improvements in water tiles...
I am really want to try it, but it doesnt work (
I've subscribe to it, activate it in game but nothing changed.
I'm working on an update for this mod and an alternate version right now. So wait to see what changes.
A single rig, for instance in our game, placed at some distance from the shore is also not incompatable with fishing by human beings. Therefore, I would lobby for restoration of fishing rights by my fishing vessels! And I will vote for any candidate who will support my legislatio! :-)
The conditions for fishing are not always propitious but the rig is not at all times an obstacle or a deterrent to normal sea life, acknowledging the sea environment immediately proximate to the rig is not normal because it is a man-made construct, as are man-made harbors, ship channels, intercoastal canals, as well as damns, and even major ship lanes that are traversed by thousands of ocean going vessels every year.
At start you did mention the one thing about food and sea, I do totally agree. Mankind did expand to where water and food is, and that was clearly the sea, rivers and lakes.
Reading your text was much fun and satisfaction. Am going to give your "mod" a try! On that I would not wonder when it hangs in for every mod-game now.
Good luck and thank you.
I have the mod that allows Great Admirals to create fish resource tiles, and I think, alongside th this mod, that the ocean will be back to it's rightful strength.
@mikeburnfire You were quite right, I wasn't sure about the boost to Sea Resources...the latest version doesn't touch them at all. E.g. Fish is back to being only 5 f 2 p 2 g, like normal (without a Golden Age or God of the Sea active).
@Strategia Thanks, that's exactly the point of this mod. Coastal cities are big and powerful in real life partly in thanks to the bounty of the seas. And it really sucks if your coastal city doesn't have any sea resources; now they are a bonus just like land resources!
It's really somewhat ridiculous IMO that coastal cities tend to be pretty much gimped in all but trade route yield in the base game, UNLESS there's Fish nearby, in which case you can get ridiculous tile yields with very little investment. This at least makes coastal cities no worse than landlocked ones in terms of base tile yields, better even, offset by the maintenance cost of the buildings and the fact that you can't improve resourceless tiles. It makes a lot of sense, considering coasts have always been the #2 area attracting human habitation, after rivers.
I've subscribed to it and look forward to seeing it in action. Hopefully it's not too OP.
<Building_TerrainYieldChanges>
<Row>
<BuildingType>BUILDING_DEEP_SEA_MINING_STATION</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>X</Yield> #####number here
</Row>
</Building_TerrainYieldChanges>
My source is the mod Glorious PC Master Race by Monk Preston, the unique building gives bonuses to every tile, and it differentiates between TERRAIN_OCEAN and TERRAIN_COAST. I haven't tried this out myself, so no idea really, but its worth a try.
Anyways, neat mod, I'm downloading now.