Sid Meier's Civilization VI

Sid Meier's Civilization VI

Passable Mountains
78 Comments
MadHymn Aug 5 @ 11:50pm 
3.防御力目前是+3,但我感觉应该+6,堪比丘陵森林或更高才对,你看人家中东地区的游击队和恐怖分子,之所以能挺住代差碾压的炮轰,就是仰赖于复杂的地形。

4.并且呢,允许在草原山脉上生成森林,这样也是对现实生态的模拟。我试过山脉生成森林,看起来还挺顺眼的。
MadHymn Aug 5 @ 11:50pm 
好几局的体验过后,我总结了一些建议,我寻思最好的情况是什么吧:

1.当移动力不足5的单位登上山峰的时候,会进入一回合的僵直惩罚,不准移动(就跟澳大利亚情景模式的探索者移动惩罚一样)。不然的话,你什么单位都能在上面随便走,一格接一格,如履平地,不太真。(移动力消耗改为4也挺好的,移动力不足4单位会僵直1回合)

2.建议只有在解锁军事工程师后,才允许在山地修路,而且最高只准修现代道路,不准修铁路,同时删除穿山隧道这个星际传送门一样的鬼东西。我试了在山脉修路,但是问题在于没有模型,有没有大佬知道怎么让穿山隧道的模型取代山地道路的模型?并且在此之后,允许商路通往在山脉修建的城镇。
Maverick Nov 21, 2024 @ 1:56pm 
anyway to allow ai to take advantage of mountains
Justin Jun 25, 2024 @ 9:01am 
is this the only mod like this?
WolfBullet Dec 19, 2022 @ 3:37pm 
does this mod add mountain adjecency to theater squares ? i'm in the late game and i for some reason get mountain adjacency and i can't figure out why
Venusaisha Sep 19, 2021 @ 6:04pm 
Yeah useful(am using it now)
helps if in crammed space like sandwhich of mountains , do the mountain men .:steamthumbsup::Diplomat:
Venusaisha Sep 19, 2021 @ 5:59pm 
No building anything on mountains dose not work in watchtowers so far. But still useful for units ,as for cities (first one) only if like https://steamcommunity.com/sharedfiles/filedetails/?id=2606702105
Venusaisha Sep 19, 2021 @ 12:54pm 
"Basic movement will work"; Yet still sounds good enough , and on thought i might try again , only on idea use scout to build watchtower (later forts , and ect) on mountain as Inca " eye from above". As for cities , one city in mountain that that no gonna use trade would be fine , i'll see if can do different results on idea.:steamthumbsup:
donald23  [author] Sep 10, 2021 @ 9:57am 
The not working, is mostly because of the traders not working.
Basic movement will work (most likely).
FalseZen Sep 7, 2021 @ 11:19am 
There is another one at: https://steamcommunity.com/sharedfiles/filedetails/?id=893261596 - I edited the .mod info for compatibility.
Venusaisha Sep 5, 2021 @ 7:14pm 
FalseZen: I just did a test of that , checked; it not "red" in mod section of game , in game after one turn settled city on mountain , had scout & warrior on mountain . Ya works but not sure of the long run , and as some said building something on it or trade route thing. I got Rise and Fall & Gathering Storm , haven't used this mod before since after base game. I say results are after a fashion , best on base game , as dlc expansions at ye own long run testing. Yet good other wise , me not use cause on a mod limit. Note: workable mountains , passable mountains , build wonders on mountains , as well other mountain mods few but not too many would be could pairing. :Diplomat:
FalseZen Sep 5, 2021 @ 4:10pm 
Donald23 writes that it "does NOT work with Gathering Storm", while JadsonFox07 states that it does work. I would love for mountains to be passable. So, which is it? Does it work or not?
JadsonFox07 Jul 11, 2021 @ 9:43am 
It's working even on Gathering Storm, thanks! :mhwgood:
pauloel7 Jun 27, 2020 @ 8:49pm 
Now, Settlers can found cities on mountains, but there's an issue with trade routes. Those mountain cities do not show up as trade route destinations. Anyone knows how to fix that? Please?!
pauloel7 Jun 27, 2020 @ 8:47pm 
Yeah, that might had been due to some game version issue, because mine updated recently and I now can enter mountain tiles.
pauloel7 Jun 10, 2020 @ 6:16am 
I'm also trying this with GS. Got no error messages so far, but cannot seem to be able to enter a mountain tile either. Have you, Grathocke? Anyone?
pauloel7 Jun 2, 2020 @ 5:54am 
Have anyone built a National Park Composed of four mountain tiles yet?
number3475 Feb 21, 2020 @ 7:53am 
Why even a mountain is passable but I still cannot build something on it? ...I think all roads and fortifications (like forts and great wall) should be able to build on mountains also...Otherwise this should be weird...
Grathocke Mar 23, 2019 @ 6:33am 
I have no problems using it with GS.
Artulo Mar 1, 2019 @ 8:16am 
My base mod manager shows this is now compatible with GS. Also launched game with it active. Haven't played a game with it active yet.
donald23  [author] Feb 28, 2019 @ 11:15am 
A saved configuration also saves all the active DLC and mods at that time.
So when you load a saved configuration, it also loads the exact configuration of DLC and mods.
aimeepearl1978 Feb 27, 2019 @ 8:14am 
Not loading a saved configuration-- I had no idea that could cause a problem! Is that true of all downloaded content?
donald23  [author] Feb 26, 2019 @ 11:55pm 
I'd need to look at your database.log from the Logs folder.
In the mean time, make sure you're not loading a saved configuration.
And disable all other mods, just keep this one enabled and see if it works then.
aimeepearl1978 Feb 26, 2019 @ 12:13pm 
I have vanilla Civ 6, it says it's enabled, and it still doesn't work. Can someone help me figure out why??
donald23  [author] Feb 25, 2019 @ 8:04am 
Because if it's not compatible, it doesn't load. Unless you explicitly set it to ignore compatibility.

This mod is bad idea for GS, so I'm currently updating it so that it will work with R+F and the basegame.
jester Feb 24, 2019 @ 2:03pm 
I downloaded it and enabled it, but it said that the mod wasn't compatible with my version of the game. I loaded up my game anyways, and the movement options where the same, no crossing mountains. I have no DLC or other mods. Does anyone know why it didn't work?
donald23  [author] Feb 22, 2019 @ 6:53am 
It's now updated. But should not be used in combination with GS. Any prior ruleset should work fine (thus basegame or R+F).
Meluhhan Feb 19, 2019 @ 4:41am 
Hi. Will this mod be updated for Gathering Storm?
cdemmary13 Feb 16, 2019 @ 8:38am 
does not work with inca in new dlc
yappy118 Jan 23, 2019 @ 4:00pm 
This is a wonderful mod! I find it's great for exploring; when a mountain/forests/hills block the view of my Scout/Explorer, I have it climb on a mountain. It's amazing how far they can see.
Afterburner Aug 6, 2018 @ 9:06pm 
15% damage per turn ending on a mountain tile would be great! Thanks :)
legboob May 21, 2018 @ 6:40pm 
Is there a way to have this only apply to specific civs (i.e. a unique civ ability like Dido i 5)?
pik1405 Apr 5, 2018 @ 10:13am 
Why do I have 1 movement cost on mount?
TheTestBear Mar 23, 2018 @ 12:28am 
Can I suggest tht units take damage when they spend a turn on a mountain tile, as per Dido from Civ V?
Rokkweiler Mar 17, 2018 @ 3:09am 
You can settle on them. And to extend onto someone else's idea of strategic placement, Ideal Terrain bonus or increased attack/defense of whatever reason when you position a unit on a mountain? I'd say make it 2x or 1.5x more than your average hill terrain, whichever won't break the game.
Library of Alexandria Mar 16, 2018 @ 5:23am 
Can you settle on them?
Keukotis Feb 25, 2018 @ 8:00am 
Hey. I recently made a version of Workable Mountains for Civ VI. Apparently Civ VI does not allow yields on impassable tiles, so rather than copying your mod into mine, I've required it so that people will be directed here. You can find Workable Mountains at this link:
http://steamcommunity.com/sharedfiles/filedetails/?id=1309273275

Just thought you should know. I appreciate this mod.
Jesus was right Feb 4, 2018 @ 8:52am 
Works great!
ARKYmouse Feb 3, 2018 @ 10:39am 
I've ran into a glitch recently and I'm fairly sure it's because I'm discovering city states by crossing impassible mountain ranges I shouldn't normally be able to have access to.

What basically ends up happening is that I build up enough influence points for a new envoy, but the envoy can't get to the other city since the game can't pathfind a viable route to the city state. Having it pathfind a way there calculates how far away the city is from one of your own, and if its blocked both by impassible mountains and water (needs sailing), then the envoy can't go to that city.

Sounds weird, but I think because the game can't account for the mod, the game gets stuck trying to calculate how to get to the city, forcing the 'Send Envoy(s)' button to break. I mean, this is kind of a hunch. I have no clue if the mod's causing such a conflict or not, but it's happened in four different playthroughs under the same circumstances.
astralrider Dec 6, 2017 @ 9:29pm 
set the mountain attribute impassible as 0, civil will work on it. but unit on mountain seem to be uncompatible. is there any way to make it unit impassible and civil workable?
Flactine Nov 27, 2017 @ 11:44pm 
How about...If a ranged unit stands on mountain, +1 range?
Lifestar6189 Oct 29, 2017 @ 9:41am 
How about mining on mountain? I never understood why the developers completely ignored mountains many mountains are mined for their resources why not in the game also.
donald23  [author] Oct 23, 2017 @ 3:59am 
What you describe is (very probably) because the engine of Civ makes some assumptions for mountains. And doesn't look at what is configured in the XML data.
Thus traders are not able to cross mountains and the pathing AI does never calculate mountains. Perhaps I can work around that by defining them as a new tile type, but that has other implications, because then I also need to update every single item in the game that relies on mountains to update. Which is practically undoable and would break compatibility with other mods.

So until we get access to the source code and make DLL mods, this is never going to be perfect.
jims Oct 22, 2017 @ 2:38am 
just found that building on a mountain next to a river does not give fresh water adjacency
jims Oct 21, 2017 @ 6:26pm 
anyone know if you can build on a mountain then use the same one for aqueduct adjacency?
lost Oct 1, 2017 @ 2:31pm 
Seems like traders cannot be sent to a city that is constructed on a mountain. It seems they actually actively avoid moutains and don't idenfity mountain cities as reachable.
LordRudman Aug 20, 2017 @ 9:56am 
Thanks for this, yes removing ice or being able to pass ice is my dream!
Combustible lemons Jul 22, 2017 @ 5:57pm 
to the amazing mod that made this, would you be down to make one for the ice as well? i dont get why we cant traverse the frozen wastes
Cognitta Jun 24, 2017 @ 2:08pm 
As said before, the AI does not take advantage of this mod; otherwise, I really enjoy the realism of concept.
Aleph Zero Jun 15, 2017 @ 10:22pm 
Love the idea, IT'S REALISTIC.