I created this because I thought the lack of fishing was sort of silly since fishing has been an important food source since the dawn of man. This adds a fishery to kingdom players that will be available to any coastal town level 2 or above once the kingdom has researched Seafaring. It adds 8 food (as fishing is a year round source of food, unlike farming...this is the logic for double the food points. If this is found to be too high, I'd be happy to lower it.) I'm still having a little bit of trouble getting the tile placement to behave, but it's not due to anything on my end...I have the same problems with the standard 'harbor' improvement.
Here's the download link, installation instructions are in the rar file, please read them, as the two folders need to be extracted to different places in order to make this work correctly.
Version 1.2
UPDATED to 1.1
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Added an Empire version...
UPDATED to 1.2
Fixed an XML error.
Neat, and one of the most basic "oversights" in this first incarnation of the game (pretty much nothing has been done for the ocean part of the world). A simple but much needed beginning, thanks Carlzilla.
Now, for some errant sea-monsters...
Awesome job Carlzilla! Really nice addition.
Thanks this is a great addition to the game!
Can anyone let me know if the title is showing up properly in your games?
I've had a lot of trouble getting it to show up, it only appears 1 out of every 3 or 4 times I build it. It's driving me nuts, and I'm pretty sure at this point, it's nothing to do with my xml...
I'll download this once the empires get a version too Dont want it to unbalance my gaaames
Updated, now both Kingdom and Empire cities can build a fishery.
Download version 1.2
UPDATED 1.2
Fixed an xml error.
You've got a missing ">" on line 43 in Z_Fishery.xml (both files)
Edit: Actually, it's on line 37 in one. You should delete the one we don't need.
Fixed...please re-download.
You've still got a duplicate in the Mods folder
Man, I'm not thinking at all...you're right.
I'll fix that in a second.
Fixed...again...for the last time hopefully.
Link is the same...please re-download...again...sorry.
Cool mod,who doesn't love fishing
Have to test it out as soon as i can!
This is awesome!
An improvement to this that would stay in line with Stardock's plan would be to create a 'Fish Resource' that you could build a tile on. I have been meaning to add this to 'Suggestions' since I haven't had much luck with Tile editing.
Again this is awesome and a great improvement.
Can I add a resource tile to the ocean? I thought I was limited to "city", "land", and "beach" as far as terrain types are concerned. I guess I could add it to the beach, but that would look silly in game in my opinion...seeing fish on the beach.
I think the way I worked it out may be the best solution, since it makes coastal cities feel more important (I'd also like to give the harbor a gold income as a way to simulate ocean trade...making them feel even more important), as the should, and realistically, nearly all large bodies of water are going to contain fish...
Yes a 'fishing resource' on the beach would look silly. What about a " fishers' port " - a 'building tile' that looks like a section of the settlement being used by the fishing community within the settlement. The 'building tile' could have some fisher shacks, many fishing boats, some small repair shacks, sails, and a market space, etc. The tile would look like a part of the settlement where the fishers base their boats ... have the tile produce food (fish). gets around the issue of using sea tiles completely.
Hey. I really liked the idea for your mod but I couldn't get it to work right.
I could not get it to build the port.
So I built my own mod.
https://www.wincustomize.com/explore/elemental_war_of_magic/4/
I basically made a fish market. It requires the harbor to be built, sea navigation tech for each race, and a level 2 city. It is not bound to the beach tile so it can be built in the city.
It costs 25 gildar, 25 materials, and takes 8 turns to build. It provides 4 gildar and 4 food per turn.
I basically wanted to add some incentive to building a harbor as their function is limited right now.
I just noticed you post...gonna give it a whirl.
Love the ideas, going to use this mod. You're right. Should've been able to fish from the start. Another thing I think is unacceptable. Naval Warfare is zilch zero nada other than transports.
For the life of me I can't get either of these mods to work!
I've installed them separately and togeather but nothing happens. It's rather odd. If I look under "installed mods" on the mods option from the main menu, it lists these as being there. But in-game there's nothing. I've got a city with a harbor to test them on and the buildings aren't listed on the build list at all (even in the "can't build yet" greyed out buildings).
Do I have to start a new game to get these to work?
Do you have 'Use Mods' selected in the game options menu?
I doubt this mod has been updated for the latest version of the game.
Yep, I have the Expanded Factions mod running just fine.
Hmm...How would one go about updating it himself? Would it be a matter of fiddling with a few lines of code or would it require a complete redo of the mod?
I will try to update my mod as soon as I download the latest patch.
That would be great! Though I'm getting the feeling that I should probably learn how to mod this game as well.
OK, the Mod folder has changed a while back.
For my mod you need to extract the zip file into the "My Games/elemental/Mods" folder.
You can find the latest version here
I just tried it and it worked
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