Sid Meier's Civilization VI

Sid Meier's Civilization VI

CanalsOnHills
35 comentarii
jessbresler 19 sept. la 12:25 
is it possible to override natural wonder tiles to count as land tiles for building requirements? This would apply when you have a wonder on one of the two sides of the canal you want to build
TiraboTurbos 2 apr. la 23:05 
@Thendar
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)!
jims 14 apr. 2023 la 2:59 
This mod edits the Hills Terrains to Set Hills="false", which deactivates the Alpine Recon promotion.
It also includes edits to "Valid Terrains" to include the HILLS - not sure why the other bit is necessary.
AtomicDeke 19 mart. 2023 la 21:57 
Unfortunately, this mod still seems to break the Alpine promotion for recon units.
Bombastic Microplastics 21 dec. 2022 la 14:41 
Does it still work?
bashbash200214 24 iun. 2022 la 3:23 
would it be impossible to enable canals on mountains? they would look super pretty.
Thendar 27 mart. 2022 la 14:05 
I tried this mod, 2 things wrong with it sadly
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
Maestro 10 mart. 2022 la 15:12 
Hi could you add so that allies can swin through?
BerglinJ2028 6 dec. 2021 la 20:03 
Weird, used this mod simply because I wanted earlier canals. Then created and started a new game...and I kept getting games with no hills! Unfortunate...Any suggestions?
americanman_4_life 8 nov. 2021 la 2:13 
Why all the extra work?? can't you make the mod to include all that? The one mod I need right now, the FIrst mod i've seen where the developer gives HOW TO for the user to use?! I'm Confused!
Is this mod compatible with the new things going on in game? New "Frontier Pass" compatible?
Will this mod still allow IZ bonus'?
Bottom of the Well 10 aug. 2021 la 11:19 
4rt3x for them to be on cliffs also. C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\Data Find the file Expansion2_Districts and open it with Notepad++ Then scroll down to Valid terrian and add new lines allowing cliffs. Youll have todo a new line for every cliff type.
Vicc 27 mai 2021 la 18:58 
For some reason this mod is still installed eventough im not subscribed to it. Anybody got a fix?
4RT3X the Robot 7 mai 2021 la 22:25 
Wondering if someone can help me find a way to make canals build-able through cliffs.
小阳猫 30 ian. 2021 la 20:36 
Thanks!I love this mod so much!

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"/>
LJMiranda 14 dec. 2020 la 6:15 
I like it. But I don't like the "cheaper" part.
Quarior 24 oct. 2020 la 11:42 
@pauloel7, if is doesn't work. But for the moment, haven't the case of this situation.
pauloel7 24 oct. 2020 la 9:46 
Sounds probable. Open the file and delete those lines changing the district prerequisite tech.
Syrile Demonthyst 24 oct. 2020 la 8:47 
This appears to get stuck in the "Please wait" between turns if you play with shuffled technology. It seems a pretty common issue for mods that change when techs appear. Not sure if anyone knows a way around this though.
pauloel7 24 oct. 2020 la 7:31 
@Quarior: so it doesn't work for the Panama Canal, right?
Quarior 24 oct. 2020 la 6:51 
If you can also made this for the Panama Canal.
pauloel7 23 oct. 2020 la 18:10 
@StormofWar: changing Hills="false" in Terrains table screws up the Scout Alpine promotion. It should ruin Etiopia hill bonus and other hills-tied up ability/bonus/etc. gameplay. As you've mentioned in the code, there has indeed to be a better way to to this. I do not know the answer other than disable the mod and only enable it when needed. Please, if you know anyway, do implement it. Otherwise, please just bear this issue in mind in case you come across a solution in the future. Thank you.
pauloel7 22 oct. 2020 la 18:23 
Anyone / kem5859 knows whether this mod allows the Panama Canal on hills?
Snakes&Ladders 14 oct. 2020 la 16:43 
This is not compatible with Got Lakes.
Stahlseele 10 oct. 2020 la 11:33 
@dsgeurin i just tried it on a downloaded map. huge greecy or something like that. i got canals as the first district thingie i could build . . kinda silly, but seemed to work just fine for me.
Darkchib 1 oct. 2020 la 15:07 
Considering canals in countries can be built all over I would really like more than a single tile buildable for this district. Its a shame they have limited this feature in the game so badly.
Defiant Act 7 sept. 2020 la 11:42 
This doesn't seem to work on Downloaded Maps. Unless the TSL Huge Earth one I have just does not support it. If someone could help, I would appreciate it.
William Hughes 7 sept. 2020 la 11:03 
Thank you. the amount of time I can not build a canal to connect to bodies of water simply because of one set of hills was amazing. this mod fixes it.
Blaze 27 aug. 2020 la 14:04 
<Update>
<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).
전다인 9 aug. 2020 la 2:55 
YES! Finally I can build Panama Canal to Greece!
Flactine 20 iul. 2020 la 4:21 
Hope can have a "Districts on Mountains"
Madisonian 19 iul. 2020 la 18:51 
Thanks for adding that. I already reworked it into either Construction of Engineering, I forget which. It was less about it being "too early" than being earlier than China's benefit of it unlocking at Masonry.
AlpineWine  [autor] 19 iul. 2020 la 7:36 
I didnt really expect that anyone but me and my friends would be using this mod :)
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!
DementedTeddy 15 iul. 2020 la 23:53 
mining isnt too early. people did build minor ones back in the day
AwesomePizza 8 iul. 2020 la 17:32 
Dam, I really wanted this mod, but mining is way too early for canals.
Madisonian 4 iul. 2020 la 22:03 
I really want ability to build Canals on hills, but I'm not a huge fan of canals unlocking at Mining since that negates China's canal building bonus with Masonry. Would be better having it unlock at Construction or Engineering. (I'm just going to change it locally in the xml file)