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{{Improvement (Civ6)
 
{{Improvement (Civ6)
|image =
 
|name = Fishery
 
 
|game = Rise and Fall
 
|game = Rise and Fall
 
|unit = Builder
 
|unit = Builder
|req = Aquaculture
+
|req = Sailing
  +
|otherreq = City has {{Link6|Surveyor}} governor with {{Link6|Aquaculture}}
|effect = +1 {{Food6}}
 
  +
|plunder = Health
+1 additional {{Food6}} if adjacent to a sea [[Resources (Civ6)|resource]]
 
 
|effect = +1 {{Food6}}
|res =
 
  +
 
+1 additional {{Food6}} for each adjacent sea [[Resource (Civ6)|resource]]
  +
  +
+1 {{Production6}} if Liang is in the city ({{GS}} only)
  +
|terrain = Coast, Lake
 
}}
 
}}
   
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]] to which a [[Liang (Surveyor) (Civ6)|Surveyor Governor]] with [[Aquaculture (Civ6)|Aquaculture]] is assigned, and must be on a non-[[Reef (Civ6)|reef]] [[Coast (Civ6)|Coast]] [[Tile (Civ6)|tile]].
+
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]].
   
 
* Effects:
 
* Effects:
 
** +1 {{Food6}}
 
** +1 {{Food6}}
** +1 additional {{Food6}} if adjacent to a sea [[Resources (Civ6)|resource]]
+
** +1 additional {{Food6}} for each adjacent sea [[Resource (Civ6)|resource]].
  +
** {{GS}} +0.5 {{Housing6}}
  +
** {{GS}} +1 {{Production6}} if Liang is in the city.
   
 
==Strategy==
 
==Strategy==
  +
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}} bonus to help with growth from the new food source.
{{ShareYourWisdom|the Fishery}}
 
  +
  +
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]].
  +
  +
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.
  +
  +
Note that the in-game description of the Fishery says that it provides +1 additional {{Food6}} if adjacent to a sea resource; however, it actually provides +1 additional {{Food6}} for ''each'' adjacent sea resource.
   
 
==Civilopedia entry==
 
==Civilopedia entry==
  +
{{/Civilopedia}}
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.
 
  +
  +
==Related achievements==
  +
{{Data|Civ6|GetSteamAchievement|Circle of Life}}
   
  +
{{Improvements (Civ6)}}
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.
 

Revision as of 02:24, 21 August 2021

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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.

Strategy

The Fishery provides its city with Food Food, helping it grow rapidly. Build it around cities rich in water-based resources to make their Citizen 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 Food. Use it as a saving grace in cities built in arid areas (Desert, Tundra) where there is an inherent problem with Food 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 Food if adjacent to a sea resource; however, it actually provides +1 additional Food 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
Circle of Life
Build a Fishery adjacent to the Great Barrier Reef
A reference to the popular song of the same name from The Lion King, a 1994 Disney animated film.
Civilization VI Improvements [edit]
Standard AirstripCampFarmFishing BoatsFortGeothermal Plant GS-OnlyLumber MillMineMissile SiloMountain Tunnel GS-OnlyNational ParkOffshore Oil RigOffshore Wind Farm GS-OnlyOil WellPasturePlantationQuarryRailroad GS-OnlySeaside ResortSeastead GS-OnlySki Resort GS-OnlySolar Farm GS-OnlyWind Farm GS-Only
Unique ChâteauChemamull R&F-OnlyFeitoria1Golf Course R&F-OnlyGreat WallHacienda1Ice Hockey Rink GS-OnlyKampung1KurganMekewap R&F-OnlyMissionNubian Pyramid1Open-Air Museum GS-OnlyOutback Station1 GS-OnlyPairidaeza1Polder R&F-OnlyQhapaq Ñan GS-OnlyRock-Hewn Church1Roman FortSphinxStepwellTerrace Farm GS-OnlyZiggurat
City-state Alcázar1Batey1Cahokia Mounds GS-OnlyColossal HeadsMahavihara1Moai GS-OnlyMonastery1Nazca Line GS-OnlyTrading Dome1
Governor R&F-Only City Park R&F-OnlyFishery R&F-Only
Modes only Barricade4Corporation3Industry3Modernized Trap4Reinforced Barricade4Trap4Vampire Castle2
1 Requires DLC2 Secret Societies mode only • 3 Monopolies and Corporations mode only • 4 Zombie Defense mode only

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.