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{{Improvement (Civ6) |
{{Improvement (Civ6) |
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− | |image = |
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|name = Fishery |
|name = Fishery |
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|game = Rise and Fall |
|game = Rise and Fall |
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|unit = Builder |
|unit = Builder |
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− | |req = |
+ | |req = Sailing |
+ | |otherreq = City has {{Link6|Surveyor}} governor with {{Link6|Aquaculture}} |
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− | |effect = +1 {{Food6}} |
+ | |effect = +1 {{Food6}} |
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− | |res = |
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− | }} |
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⚫ | The '''Fishery''' is a [[Governor (Civ6)|Governor]] [[Tile improvement (Civ6)|tile improvement]] in ''[[Civilization VI: Rise and Fall]]''. It can only be built in a [[City (Civ6)|city]] in which a [[Liang (Surveyor) (Civ6)|Surveyor Governor]] with [[Aquaculture (Civ6)|Aquaculture]] is established, and must be on a |
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+ | +1 {{Production6}} if Liang is in the city ({{GS}} only) |
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+ | |terrain = Coast, Lake |
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⚫ | }}The '''Fishery''' is a [[Governor (Civ6)|Governor]] [[Tile improvement (Civ6)|tile improvement]] in ''[[Civilization VI: Rise and Fall]]''. It can only be built in a [[City (Civ6)|city]] in which a [[Liang (Surveyor) (Civ6)|Surveyor Governor]] with [[Aquaculture (Civ6)|Aquaculture]] is established, and must be on a [[Coast (Civ6)|Coast]] or [[Lake (Civ6)|Lake]] [[Tile (Civ6)|tile]]. |
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+ | The Fishery cannot be built in a Coast Tile with a [[Reef]]. |
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* Effects: |
* Effects: |
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** +1 {{Food6}} |
** +1 {{Food6}} |
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** +1 additional {{Food6}} for each adjacent sea [[Resources (Civ6)|resource]]. |
** +1 additional {{Food6}} for each adjacent sea [[Resources (Civ6)|resource]]. |
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+ | ** {{GS}} +0.5 {{Housing6}} Housing |
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** {{GS}} +1 {{Production6}} if Liang is in the city. |
** {{GS}} +1 {{Production6}} if Liang is in the city. |
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==Strategy== |
==Strategy== |
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− | The Fishery provides its city with {{Food6}}, helping it grow rapidly. Build it around cities rich in water-based resources to make their {{Citizen6}} Population skyrocket. |
+ | The Fishery provides its city with {{Food6}}, helping it grow rapidly. Build it around cities rich in water-based resources to make their {{Citizen6}} Population skyrocket. As of the [[Civilization VI September 2019 Update|September 2019 Update]], Fisheries provide a {{Housing6}} Housing bonus to help with growth from the new food source. |
The Fishery is unique in that it can be built on any Coast tile, not just on [[Resources (Civ6)|resources]] like [[Fishing Boats (Civ6)|Fishing Boats]], which makes it similar to the [[Farm (Civ6)|Farm]]. Of course it will be more productive when placed next to resources, but even on normal tiles, and after its parent city develops a [[Harbor (Civ6)|Harbor]] [[District (Civ6)|district]] with all its upgrades, the Fishery will provide a great source of {{Food6}}. Use it as a saving grace in cities built in arid areas ([[Desert (Civ6)|Desert]], [[Tundra (Civ6)|Tundra]]) where there is an inherent problem with {{Food6}} production. The Fishery does not, unfortunately, get a boost from [[God of the Sea (Civ6)|God of the Sea]]. |
The Fishery is unique in that it can be built on any Coast tile, not just on [[Resources (Civ6)|resources]] like [[Fishing Boats (Civ6)|Fishing Boats]], which makes it similar to the [[Farm (Civ6)|Farm]]. Of course it will be more productive when placed next to resources, but even on normal tiles, and after its parent city develops a [[Harbor (Civ6)|Harbor]] [[District (Civ6)|district]] with all its upgrades, the Fishery will provide a great source of {{Food6}}. Use it as a saving grace in cities built in arid areas ([[Desert (Civ6)|Desert]], [[Tundra (Civ6)|Tundra]]) where there is an inherent problem with {{Food6}} production. The Fishery does not, unfortunately, get a boost from [[God of the Sea (Civ6)|God of the Sea]]. |
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− | When possible, the [[Indonesian (Civ6)|Indonesians]] and the [[Dutch (Civ6)|Dutch]] should |
+ | When possible, the [[Indonesian (Civ6)|Indonesians]] and the [[Dutch (Civ6)|Dutch]] should favor [[Kampung (Civ6)|Kampungs]] and [[Polder (Civ6)|Polders]] over Fisheries, as those improvements are generally more productive. |
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⚫ | Note that the in-game description of the Fishery says that it provides +1 additional {{Food6}} if adjacent to a sea resource; however |
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− | The maximum possible yield for a Fishery is 8 {{Food6}}, 4 {{Production6}} and 3 {{Gold6}}. This is possible if it is built in a Lake surrounded by 6 sea resources, its city has a [[Seaport (Civ6)|Seaport]], the player owns the [[Huey Teocalli (Civ6)|Huey Teocalli]] [[Wonder (Civ6)|wonder]] and is the [[Suzerain (Civ6)|Suzerain]] of [[Auckland (Civ6)|Auckland]], the game is in the [[Industrial Era (Civ6)|Industrial Era]] or later, and Liang is in the city in which the Fishery is built (''[[Civilization VI: Gathering Storm|Gathering Storm]]'' only). However, the possibility of finding a Lake with 7 or more tiles, one of which is completely surrounded by sea resources, is vanishingly unlikely. |
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==Civilopedia entry== |
==Civilopedia entry== |
Revision as of 18:25, 22 May 2020
Back to the list of tile improvements
The Fishery is a Governor tile improvement in Civilization VI: Rise and Fall. It can only be built in a city in which a Surveyor Governor with Aquaculture is established, and must be on a Coast or Lake tile.
The Fishery cannot be built in a Coast Tile with a Reef.
- Effects:
- +1 Food
- +1 additional Food for each adjacent sea resource.
- +0.5 Housing Housing
- +1 Production if Liang is in the city.
Strategy
The Fishery provides its city with Food, helping it grow rapidly. Build it around cities rich in water-based resources to make their Population skyrocket. As of the September 2019 Update, Fisheries provide a Housing Housing bonus to help with growth from the new food source.
The Fishery is unique in that it can be built on any Coast tile, not just on resources like Fishing Boats, which makes it similar to the Farm. Of course it will be more productive when placed next to resources, but even on normal tiles, and after its parent city develops a Harbor district with all its upgrades, the Fishery will provide a great source of Food. Use it as a saving grace in cities built in arid areas (Desert, Tundra) where there is an inherent problem with Food production. The Fishery does not, unfortunately, get a boost from God of the Sea.
When possible, the Indonesians and the Dutch should favor Kampungs and Polders over Fisheries, as those improvements are generally more productive.
Note that the in-game description of the Fishery says that it provides +1 additional Food if adjacent to a sea resource; however, it actually provides +1 additional Food for each adjacent sea resource.
Civilopedia entry
Cultures that rely upon fishing to thrive must eventually grapple with the threat of overfishing. The more fish pulled from the sea, the less there are to create more fish.
One tried and tested solution is the humble fishery, which rears its stock in confinement to produce a somewhat predictable amount of fish. Cultures have practiced this “sustainable aquafarming” for millennia, from ancient China’s carp fisheries to modern coastal salmon pens. Such practices work out well for all involved—except, of course, the fish.
Related achievements
Circle of Life
Build a Fishery adjacent to the Great Barrier Reef
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