Sid Meier's Civilization VI

Sid Meier's Civilization VI

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YD's Better Civil Engineering
   
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File Size
Posted
Updated
15.575 KB
Jul 18, 2022 @ 3:00pm
Jun 1, 2024 @ 9:58am
4 Change Notes ( view )

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YD's Better Civil Engineering

In 2 collections by Yand_Durinul
YD's Mod List
18 items
YD's Overhauls & Projects Collection
2 items
Description
YD's Better Civil Engineering

What does this Mod do?
This mod changes and adds the following;

Districts
Aqueduct
  • Now gives small bonuses to trade routes.

Dam
  • Now gives small bonuses to trade routes.

Canal
  • Now gives small bonuses to trade routes.
  • Now gives major adjacency bonuses to commerical hub and harbor districts.
  • Now able to be built on hill tiles.
  • Now unlocked by the 'Buttress' tech.
  • Now costs 50 production to construct.

Features
Floodplains
  • Now able to remove floodplains with a build charge using a builder.
  • Now grants yields when removed.
  • Now removable after unlocking the 'Irrigation' tech.

Reef
  • Now able to remove Reefs with a build charge using a builder.
  • Now grants yields when removed.
  • Now removable after unlocking the 'Sailing' tech.

Geothermal Fissure
  • Now able to remove Geothermal Fissures with a build charge using a builder.
  • Now grants yields when removed.
  • Now removable after unlocking the 'Mining' tech.

Improvements
Offshore Wind Farm
  • Now unlocked by the 'Composites' tech. (Used to be the 'Predictive Systems' tech).

Geothermal Plant
  • Now unlocked by the 'Electricity' tech. (Used to be the 'Synthetic Materials' tech).

Solar Farm
  • Now unlocked by the 'Synthetic Materials' tech. (Used to be the 'Satellites' tech).

Wind Farm
  • Now unlocked by the 'Synthetic Materials' tech. (Used to be the 'Composites' tech).

Mountain Tunnel
  • Now unlocked by the 'Military Engineering' tech. (Used to be the 'Chemistry' tech).

Units
Military Engineer
  • Now has 3 moves per turn.
  • Now has 3 build charges.

Builders
  • Now can construct roads.

Routes
Ancient Road
  • Now no longer consumes a build charge to build.
  • Now consumes 1 horses to build.
  • Now supports bridge construction.

Classical Road
  • Now no longer consumes a build charge to build.
  • Now consumes 1 horses to build.

Industrial Road
  • Now no longer consumes a build charge to build.
  • Now consumes 1 iron to build.

Modern Road
  • Now no longer consumes a build charge to build.
  • Now consumes 1 iron to build.

Extended Description available in the 'READ_ME' file in the mod folder.

Compatibility & Requirements
Compatibility = All Mods that don't change the values listed above.
Requirements = Expansion 1: Rise & Fall, Expansion 2: Gathering Storm.

File Path
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2837111754

Check out my other mods here;
YD's Mods

Support me
If you like my work, you can always make a donation via 'Buy me a Coffee';

https://www.buymeacoffee.com/YandDurinul

My work is free but donations are always appreciated.
56 Comments
Yand_Durinul  [author] Dec 25, 2024 @ 9:41am 
@Publicola, I believe that is just the base game mechanic to railroads. once you unlock them it makes the modern roads obsolete, and you can only build/create them (modern roads) by roads upgrading/being formed by another mechanic. I can look into this but it would be easier if you just disabled the mod and run a test playthrough from the industrial/modern era. and try to create roads with settlers/builder/military engineer.

If you still can't figure out the reason, let me know and I can look into it... I would've volunteered to do so from the start, but with it being the holidays and my job i find i have very little time these days.

I wish you the best of luck and a happy holidays.

-YD.
Publicola Dec 22, 2024 @ 8:55pm 
I'm not sure if it's a bug or intended behavior, but I just researched 'Railroad' and now I am unable to use my builders to build any Industrial / Modern Roads -- the 'build road' button is disabled for every tile I see.

Is this intentional, or is there a bug between 'Builders can build the most advanced road possible for each era' and 'only Military Engineers can build railroads'?
Yand_Durinul  [author] Aug 20, 2024 @ 6:54pm 
@Heihei-eiei You are going to have to be way more specific, I don't understand what you are asking for.

To start, what are the "unit blocks of the facility"?
Bulus-HouEn(鞭妇侠) Aug 18, 2024 @ 2:25am 
@Yand_Durinul Author, can you modify the canal. Do not remove the unit blocks of the facility, paving it like a road. A line connecting two rivers to the city. It will also provide water to the units on both sides of the canal to increase food production and provide transportation.
Yand_Durinul  [author] Jun 1, 2024 @ 10:05am 
@Accidam, I may be wrong but it sounds like you are referring to 2 possible things,

1). That the tile requires the river on at least 2 sides.
2). That you can only build 1 per river.

Neither of which are bugs and thus I won't be providing any "fixes", and while point 1 can be a little bit awkward, it doesn't give enough of an issue to incentivise a fix.

If I am wildly off, please drop me a message with a more precise description of your issue and we can go from there. :steamthumbsup:
Yand_Durinul  [author] May 2, 2024 @ 3:33pm 
@DogPoundOverlord I'm really glad to hear you love this mod. Comments like yours really do make creating mods worth every second.
DogPoundOverlord Apr 30, 2024 @ 6:55pm 
Love this mod! There are a couple that do similar things but this one encompasses so much in one single mod. Must have for me! Thank you!
Yand_Durinul  [author] Feb 3, 2024 @ 6:20am 
@Golderon I have looked into this, as far as I can tell it's going to be very difficult to do as the code required is "Required_FeatureType" not "Valid_TerrainType"

As of now, I don't think the game recognises a neutral "FeatureType" so there is no default value I can add, nor does it like a "NULL" value, nor leaving it blank either.

So without consulting the "Mod Gods" I am afraid that, at least for now, this is beyond me.
Yand_Durinul  [author] Feb 2, 2024 @ 4:26am 
@Golderon This is in theory possible. All I would need to do is add regular tiles as valid terrains to the dam, unless it has been hard coded by the developers. I'll look into it.
Golderon Jan 24, 2024 @ 4:34pm 
Can you add a feature to the dam so it is buildable on all rivers, not just floodplains?