Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Seafood Market: A New Building for Waterfront Districts
   
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Type: Mod
File Size
Posted
Updated
9.594 KB
3 Jan @ 3:57pm
8 Jan @ 5:48pm
3 Change Notes ( view )

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Seafood Market: A New Building for Waterfront Districts

In 2 collections by sirkerry
sirkerry's A Better UI for Wide & Tall Play Mod Set
258 items
sirkerry's Mods
19 items
Description


This mod adds a building to the waterfront district called 'Seafood Market'. This building gives +3 Food (and an additional +3 Food when powered) and +3 Gold per turn to the city it is built in when complete. Also provides 1 Citizen slot and gives any Fishing Boats and Fisheries within the city's borders +1 Food.

This mod is loosely based on YD's Fishmongery.
13 Comments
Dr.Abominate 19 Mar @ 8:19am 
I will take it as a no
Dr.Abominate 5 Feb @ 4:44am 
Since Albro came back, maybe it is worth a shot to ask him about files ,and try to resolve issue JNR explained?
Kilkakon 4 Feb @ 8:51am 
Thanks for explaining JNR. It would be great to see some little stalls on top of the jelly but I hear you. Good building though that rounds out the Waterfront well
JNR 16 Jan @ 8:00pm 
Ingame models for the Waterfront would be really tough to make without the original files, and unfortunately Albro has vanished from the scene. One could add market stalls between the buildings but you'd have to place them blind and then check ingame where they end up, so it would involve a lot of trial and error I wouldn't fault anyone for not going through with.
sirkerry  [author] 8 Jan @ 5:52pm 
@Puddings I posted a screenshot of the Civilopedia entry that shows the building, but from some testing the model being used for the Waterfront district itself does not appear to get updated regardless of the buildings it contains.
Puddings 7 Jan @ 4:58pm 
add pic? :D
sirkerry  [author] 7 Jan @ 3:43pm 
@Puddings I'm reusing the Warehouse model from the Arsenal.
Puddings 7 Jan @ 3:15pm 
I assume no in-game model?