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Ilmoita käännösongelmasta
for #1 Funny, but you can only build canals in a few places, and if the AI happens to get places canals can be placed, then more power to them. That works for me(conceptually, I haven't tried the mod in-game yet)!
It also includes edits to "Valid Terrains" to include the HILLS - not sure why the other bit is necessary.
1: AI loves Canals and building it as early as possible sets them back a good while
2: It seems to break the Alpine Promotion/Wonder bonus (no movement penalty from Hills) Units with "Alpine" still need 2 movement to cross a hill
Is this mod compatible with the new things going on in game? New "Frontier Pass" compatible?
Will this mod still allow IZ bonus'?
As a canal obsessive,I used to build canal on hills by establish a new city. I just want my ships can sail all over the world 233333
And a simple suggestion for people who don't like the change on PrereqTech and Cost:
As the author mentioned, open file canalsOnHills.xml, and you will easily find
<!-- You can update this value to change the production cost of canals -->
<Set Cost="50"/>
Change the value Cost from 50 to 81 (origin configuration).
In the same way, you can find and change the PrereqTech configuration like
<Set PrereqTech="TECH_STEAM_POWER"/>
<Where TerrainType="TERRAIN_GRASS_HILLS"/>
<Set Hills="false"/>
</Update>
...
Pretty sure this causes movement-on-hills promotions to fail, and likely other things down the line. Still useful to make canals earlier, but don't think this is a safe implementation at all (granted I don't know how to do better, but writing here just as a warning for others).
Given that people seem to want the ability to change which tech canals unlock at, I have added a brief guide to the description that shows how to do this, please reach out if you have questions/issues, thanks!