Sid Meier's Civilization V

Sid Meier's Civilization V

137 ratings
Show Move-To
File Size
0.001 MB
Jul 11, 2013 @ 3:39pm
1 Change Note ( view )

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Show Move-To

This small mod simply highlights the Move-To target for a unit (if it has one.)
It marks the hex via an outline and also pings it with the glowy-noise effect.

Future goals are to also show the route the unit will take to the point.

To clarify a bit, if you give a unit a move-to order to send it across the map or whatever, and then a turn or two (or even later in the same turn) you forget where you sent the unit, you can click on the unit and the mod will highlight the hex you sent him to with an outline and the glowy ping effect. It's similar to the feature that was in Civ4 by default, although this currently doesn't show the path and number of turns that the unit will take. I'm working on that, but as the path is recalculated every turn it seems, it's neither easy to get at nor will it be all that accurate. I hope to have that in a future version.

- It won't work very well if the move-to command has the unit going into uncharted (cloudy) territory.
- I'm going to mark this as a beta soon as I haven't had any reported bugs, although it may be dumping a very small number of errors to the console if units are set to auto-explore or autoworkers. I haven't checked that yet and it's not going to cause any problems even if that is the case. I'll check and fix it at some point.
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renard Oct 30, 2019 @ 11:16am 
Does not work for me neither (that's the first mod I try to use). This mod does not appear in the mods list.
Edelguard Jun 22, 2019 @ 2:19am 
Does not seem to work anymore
Tree Mar 23, 2017 @ 2:01pm 
Very. Important. Underrated.
BrJason Dec 20, 2016 @ 9:21am 
This is SOOOOO handy - I don't remember a time before I had it - how did I even survive as an empire? Thanks!
shortspecialbus  [author] Jun 24, 2014 @ 8:06pm 
I haven't looked at modding for more than a couple minutes since making this mod. That said, I went from zero Civ5 modding experience to making this in a couple hours, most of which was wasted trying to find the remainder of a stub function that would have drawn the path. I suggest downloading the SDK and giving it a go yourself! It's pretty fun and not as difficult as it may seem. If you don't have previous programming experience it'll take a bit longer but still be a worthwhile project.
RootBeer Jun 24, 2014 @ 2:07pm 
hey could you make a mod that auto-renews trade routes in BNW? as venice it gets exhausting ...not kidding. like have a profile select such as, auto-pick ones with the most gold...or best gold with religious pressure
RootBeer Jun 24, 2014 @ 2:05pm 
works great, very nice mod. quality stuff here
Sexual Velociraptor™ Jun 17, 2014 @ 7:52am 
I actually prefer no routes. I can generally see how they'll get there, and can micromanage if it's important. I don't need all that clutter.
Nutzzz Jan 19, 2014 @ 9:17pm 
Penny Lane: Note that another mod shows routes: Unit Path Viewer .
Penny Lane Jan 5, 2014 @ 12:23pm 
This was missing so badly! Hope you get the route thing implemented, too. I really hate that the only option currently to know what route a unit will be taking is to stop it and send it to its destination again. Makes no sense. At least now thanks to your mod we don't have to remember where to send it in the first place!