C’s Maritime District Expansion

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Authors: RUIVO(洗库存的你妈死了), 我姜明, ScarletW, 安庆Anqing, c, 无敌的小学又倒下了, Phantagonist

Last revision: 18 Feb at 12:37 UTC

File size: 103.99 MB

On Steam Workshop

Description:

Added 2 new Maritime Districts, 2 new Unique Districts, and 1 new Maritime Improvement.

New Mechanic

Marine Resource Types: Marine resources now fall into two new categories—Seafood and Sea Products—which primarily provide adjacency bonuses for the newly added districts below.
Seafood resources include: Fish, Crabs, Turtles, Squid, Sharks, Caviar, Salmon, Cod, Abalone, Sea Urchin, Lobster, Kelp, Rainbow Trout, Mackerel.
Sea Products resources include: Pearls, Amber, Mussels, Dyes, Seashells, Coral, Sperm Whales, Orcas, Seals, Sponges, Penguins.
Those resource form Mods:/b]
Sukritact’s Resource
Resourceful2
Sukritact’s Ocean[/quote]

New Improvement

Dredger: A new water improvement that primarily provides Production. +1 Production, yields increase with research. Allows harvesting of Crabs, Pearls, Amber, Mussels, Abalone, Sea Urchins, Dyes, Seashells, Coral, Sponges, Lobsters, Seaweeds. Can also be built on Reefs without resources.
Other marine resources continue to be harvested by Fishing Boats.

New Districts
  • Fishing Port (Craftsmanship): The non-specialty district in your city dedicated to acquiring Food from marine sources. +1 Food from each adjacent Seafood Resource. +1 Food from each adjacent Fishing Boats (need Shipbuilding).+1 Food from each 2 adjacent Districts. +1 Food from each adjacent Fishery (need Buttress). +1 Food from each adjacent Kelp (need Sukritact’s Ocean).
  • Maritime Works (Foreign Trade): The non-specialty district in your city dedicated to acquiring Production from marine sources.+1 Production from each adjacent Sea Products Resource. +1 Production from each adjacent Dredger (need Shipbuilding). +1 Production from each 2 adjacent Districts. +1 Production from each adjacent Fishery (need Guilds). +1 Production from each adjacent Reef.
  • Garum Factory (Craftsmanship): Roman unique non-specialty district in your city dedicated to acquiring Food from marine sources, replace Fishing Port. Grants a copy of unique Garum Luxury resource. Provides Culture equal to its Food adjacency bonus. +1 Food from each adjacent Fishing Boats (need Shipbuilding).+1 Food from each 2 adjacent Districts. +1 Food from each adjacent Fishery (need Buttress). +1 Food from each adjacent Kelp (need Sukritact’s Ocean).
  • Tyrian Purple Workshop (Foreign Trade): Phoenician non-specialized district in your city dedicated to acquiring Production from marine sources, replace Maritime Works. Grants a copy of Tyrian Purple unique Luxury resource. International Trade Routes provide +1 Production for every fishing boat in the city. +1 Production from each adjacent Sea Products Resource. +1 Production from each adjacent Dredger (need Shipbuilding). +1 Production from each 2 adjacent Districts. +1 Production from each adjacent Fishery (need Guilds). +1 Production from each adjacent Reef.

New Building
Fishing Port
  • Fishing Market (Shipbuilding): Fishing Boats in this city grants +1 Gold to Trade Routes originating from this city.
  • Typhoon Shelter (Masonry): +1 Food to Fishing Boats and +1 Production to Dredger within 2 tiles.
  • Chandler (Apprenticeship): Improved Seafood resources in this city grant +2 Gold to Trade Routes originating from this city. Improved Sea Products resources in this city grant +2 Production to Trade Routes originating from this city.
  • Aquaculture Farm (Buttress): +1 Food to Fishing Boats in this city. +1 Food and +1 Production to Fisheries in this city.
  • Fish Cannery (Industrialization): This Fishing Port district generates Production equal to its Food adjacency bonus. +1 Production to Fishing Boats and Fisheries in this city.
  • Research Vessel Station (Steam Power): This Fishing Port district generates Science equal to its Food adjacency bonus. +2 Science to features on water tiles in this city.
  • Seafood Restaurant (Mass Media): +2 Culture and +3 Gold to Fishing Boats in this city. +25% Tourism from improvements in this city for each Fishing Boats adjacent to this district.
  • Deep-sea Fishing Base (Electricity): Provides Food, Gold and Science. (The Corporation mode will be expanded in the future, providing more diverse resources, industries, and corporation gameplay.)

Maritime Works
  • Saltworks (Masonry): +1 Amenity. +0.5 Production from each Population in this city.
  • Dry Dock (Shipbuilding): +50% Production towards naval units and Traders in this city; Production bonus also applies to Settlers if the City Center is adjacent to Coast.
  • Hydrographic Office (Education): +2 Science to Trade Routes originating from this city. +1 Science for every 2 Coast and Lake tiles in this city.
  • Customs House (Guilds): +5 Gold and +2 Production per turn from each foreign Trade Route passing through the city. Harbors, Industrial Zones and Commercial Hubs provide +50% adjacency bonuses if adjacent to this Maritime Works.
  • Whaling Station (Electricity): This Maritime Works district generates Production equal to its Production adjacency bonus. +4 Oil.
  • Desalination Plant (Steam Power): +1 Housing and +1 Amenity from each district on or adjacent to water tiles in this city.
  • Tidal Power Plant (Electricity): +50% yields from Power-consuming buildings in district adjacent to water tiles in this city. +2 Production from Offshore Oil Rigs, Offshore Wind Farms and Seasteads in this city.
  • Deep-sea Mining Vessel Terminal (Replaceable Parts): Provides Production, Gold and Science. (The Corporation mode will be expanded in the future, providing more diverse resources, industries, and corporation gameplay.)

C Design, Art
Asd SQL Coding
Phantagonist Text
RMinaj, Apry, Anqing Icons
Ruivo Mod Support

Thanks to JNR for the unit production tutorials, ideas and sharing assets.
Thanks to Nwflower for the publicly shared title image template.
Thanks to IthildinX for the 3D models import support.