Sid Meier's Civilization V

Sid Meier's Civilization V

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Passable Ice
   
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2.515 KB
17 Nov, 2018 @ 9:43am
22 Jul, 2019 @ 12:52pm
5 Change Notes ( view )

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Passable Ice

In 2 collections by elotar
Essential Mods Collection
27 items
Elotar's Mods
12 items
Description
Ice is annoying for no apparent reason - most of the time it just doesn't matter, but then sombody with coastal bias will be stupidly landlocked by it.

Here is the fix of it as well as some other minor terrain tweaks.

Changes:
Ice is passable for ships, embarked units and trade routes, takes 3 MP to move, deals 3 damage if you end your turn on it. [Ice.xml]

Desert and Snow take 2MP to move. [Desert.xml and Snow.xml]

Jungle takes 3 MP to move (there is link to direct download of an old version with 6 MP for thouse who is conserned) [Jungle.xml]

Oasis and Atoll got +10% defence [Oasis.xml]

Submarines ignore terrain costs (so are not slowed by Ice). [Submarine.xml]

Elephants got double moves in Forests and Jungles [Elephants.xml]

If you don't like any of additional changes - navigate to
Users\...your username...\Documents\My Games\Sid Meier's Civilization 5\MODS\Passable Ice
and delete corresponding file.

v2 with Jungles cost of 6MP for old saves[drive.google.com]

Other mods comparability:
There were no problems reported.

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List of all mods I'm using
Popular Discussions View All (1)
5
23 Nov, 2018 @ 1:19am
Bug Reports
elotar
53 Comments
elotar  [author] 22 Jul, 2021 @ 6:24am 
Ice is pretty ;)
uglylosers 2 Feb, 2021 @ 3:55am 
Need a mod that removes ice period not the other crap. Mod is worthless as is.
elotar  [author] 28 Aug, 2020 @ 1:21am 
After a long hiatus I've published one more small mod:

https://steamproxy.net/sharedfiles/filedetails/?id=2211762211
mklopez 30 Jul, 2020 @ 11:41am 
I just tried this mod with the latest version of Steam and Civ5, and is not working --at least the "Passable Ice" part.
xxx78 29 Jan, 2020 @ 1:20pm 
Great mod, does it work well with latest update?
elotar  [author] 9 Jul, 2019 @ 9:35pm 
New version uploaded. Move cost raised, damage lowered.
zArkham4269 30 Jun, 2019 @ 7:57am 
Also, maybe there should be some limit to ice (if possible) say you can cross one hex, but the more consecutive hexes will destroy you. That would allow passage of those annoying on hex ice flows that block travel but would keep the AI from traversing the top/bottom of the world via ice.
zArkham4269 30 Jun, 2019 @ 7:53am 
I think that would be best. I felt that the speed was off given that going through ice is dangerous and slow. . I will say this mod fixes a problem I'd forgotten about: archeology sites on islands surrounded by ice.
elotar  [author] 29 Jun, 2019 @ 11:24pm 
@zArkham I'm thinking about lowering the damage and rising move cost for the ice in the next version as it seems to be most bothering part.
zArkham4269 29 Jun, 2019 @ 9:20am 
The only problem I see with this mod is it might be better if you incorporated a mod similar to one used in CIV: BE which would warn you of when a unit was getting close to dying of Miasma. Given the AI doesn't seem to realize it, I've seen scouts and ships die off or be way wounded by moving in ice while automated exploring.