Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Enhanced Civil Infrastructure
   
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18.494 KB
15 May, 2021 @ 2:49pm
19 May, 2021 @ 9:41am
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Enhanced Civil Infrastructure

In 1 collection by DahakaMVl
DahakaMVl's Mods
5 items
Description
Improves several Civil Infrastructure gameplay elements incl. Roads, Canals, Mountain Tunnels, Military Engineers (and Bridges if installed).

Since it changes parts of "Port Lime - Bridge District", that mod is highly recommended, however it is not required.

##### DISCLAIMER #####
Some people have stated that "Port Lime - Bridge District" has some bugs that can break multiplayer games, so be aware if you play multiplayer.

Some design ideas behind this mod:
  • Improve unit mobility with roads
  • Improve strategic naval mobility with more canals
  • Increase the maintanance of Civil Infrastructure and add domestic trade route yields to convert gold into food, production and culture
  • You can now build cities focused on providing food or production to your other cities through trade routes
  • Make Military Engineer more useful by making things they improve more useful ("Enhanced Military Infrastructure" may come at some point)

Full list of changes below (if you have balance suggestions, please post them in the comments):

Changes
Roads
  • Ancient Roads have Movement Cost of 0.65 (was 1)
  • Medieval Roads have Movement Cost of 0.5 (was 1)
  • Industrial Roads have Movement Cost of 0.35 (was 0.75)
  • Modern Roads have Movement Cost of 0.25 (was 0.5)
  • Railroads have Movement Cost of 0.125 (was 0.25)
  • Ancient Roads have bridges over rivers

Canals
  • Buildable at Engineering Tech (was Steam Power)
  • Buildable on hills
    • Applied by same workaround as other "Canal on Hills" mods since this seems to be somewhat hardcoded
    • This workaround is not compatible with GotLakes and possibly other map scripts, so this part will be disabled if that map script is selected.
  • Provide major adjacency (+2) to Commercial Hubs and Harbors (incl. unique variants)
  • Provides 2 Food, 1 Production as destination for domestic trade routes
  • Provides 2 Gold as destination and origin for international trade routes
  • Provides 1 Housing, because improved infrastructure results in better transport of goods and better mobility e.g. in the outskirts
  • Base cost is 60 (was 81)
  • Maintenance is 3 (was 0)

Panama Canal
  • Gets base yield of 20 Gold (was 10)
  • Can be constructed multiple times (this can be disabled with the following add-on)
  • Buildable on hills
  • Provides 4 Production as destination for domestic trade routes
  • Note that upon completion other Panama Canals in progress will be interrupted, but can be resumed

Bridges (if installed)
  • Buildable at Construction Tech (was Steel)
  • Buildable on lakes (was only Ocean Coast)
  • Provides 1 Housing, because improved infrastructure results in better transport of goods and better mobility e.g. in the outskirts
  • Provides 2 Culture, 1 Production as destination for domestic trade routes
  • Provides 1 Amenity
  • Maintenance is 3 (was 0)
  • Base cost is 60 (was 81)

Aqueduct
  • Provides 2 Production, 1 Food as destination for domestic trade routes
  • Maintenance is 2 (was 0)

Dams
  • Provides 2 Production, 1 Food, 1 Culture as destination for domestic trade routes
  • Maintenance is 3 (was 0)

Mountain Tunnels
  • Buildable at Military Science (was Chemistry) as tunnels were used as defensive tools in wars and Military Science is right after Siege Tactics

Military Engineers
  • Get 3 Movement (was 2)
  • Get 3 Build Charges (was 2)

Recommended Mods

Add-ons

Notes
Shouldn't require a new game.
Usage of the Bridge Icon by Lime in the mod thumbnail was approved.

If you want to support me

Check out my other mods if you don't mind

GitHub
Popular Discussions View All (3)
0
24 Apr, 2024 @ 2:24pm
Suggestion: Canal Hills as a Tech Unlock
willvette
0
8 Jan, 2024 @ 10:08am
Broken Hills
p.mcdonough8133
0
10 Apr, 2023 @ 7:40am
is it compatible with JNR Fresh Water Infrastructure i wonderr :OttomanEmpire:
مُتَّقِينَMUTTAKIIN
87 Comments
Wuzzle 7 Feb @ 9:11am 
Something small i'd like is a version of this mod that doesn't touch anything to do with hills and doesn't allow you to build bridges on cliffs, because units aren't able to cross them under those circumstances meaning they serve no purpose besides wasting production and maybe providing an adjacency bonus to districts

The hills thing is due to a conflict with a mod that increases the range of ranged units on hill hexes, though just making hills do the same thing in this mod would also work
big grease 11 Oct, 2024 @ 9:57pm 
When building the panama canal but another civ beats you to it, I've noticed that it can leave a city with a canal under construction leading to nothing so it can't be completed, essentially leaving a broken tile. Trying to build the panama canal again doesn't seem to work as it just says no appropriate location for it anymore.
Helperbot 2000 19 Sep, 2024 @ 11:30am 
"hey look buddy, im an engineer. that means i solve problems"
Nandybear 11 Jul, 2024 @ 11:13am 
Line 23 EnhancedCivilInfrastructure_Core.sql

UPDATE Districts SET PrereqTech='TECH_ENGINEERING', Cost=60, Housing=1, Maintenance=3 WHERE DistrictType='DISTRICT_CANAL';

Changing it to:

UPDATE Districts SET PrereqTech='TECH_ENGINEERING', PrereqCivic=NULL, Cost=60, Housing=1, Maintenance=3 WHERE DistrictType='DISTRICT_CANAL';


As it's normally a civic not a tech so that needs nulling.
Nandybear 9 Jul, 2024 @ 5:41pm 
If you wanna use this with Got Lakes ? start your game, save it, then change the line in the got lakes file from

UPDATE Terrains SET Hills=1 WHERE TerrainType IN ('TERRAIN_GRASS_HILLS', 'TERRAIN_PLAINS_HILLS', 'TERRAIN_TUNDRA_HILLS', 'TERRAIN_SNOW_HILLS', 'TERRAIN_DESERT_HILLS');

to

UPDATE Terrains SET Hills=0 WHERE TerrainType IN ('TERRAIN_GRASS_HILLS', 'TERRAIN_PLAINS_HILLS', 'TERRAIN_TUNDRA_HILLS', 'TERRAIN_SNOW_HILLS', 'TERRAIN_DESERT_HILLS');

Then you can create em on hills np
Obb 19 Jun, 2024 @ 2:50am 
Seems like bridges doesn’t take account of water tiles type added by mods, they only see « normal water » something tiles. So it drastically limits the placement possibilities. I wonder if the mod can help with that, can I change that somehow ?
Hurrican999 13 Jun, 2024 @ 7:33pm 
Multiple panama canals work for me, but it's only buildable once per city, and the next city has to either continue the canal or build one somewhere else for it to work. Also, the middle part of the panama canal cannot turn at all.
For the 2 people ever reading this, I made this mistake so you don't have to.

As for the comment from last year, I only just got around to splitting the continent. And failed.
Shinchoku Koru 14 Jan, 2024 @ 11:11am 
It seems I can't even use multiple panama canals to begin with, I just build 1 and I can't find it again on the wonders list.

This doesn't even work in a city that's not already connected to the first Panama Canal, What are the requirements for this feature to work?
精神小伙儿毛 10 Jan, 2024 @ 12:43am 
This mod invalidates the Alphine Training ability of Matterhorn. Although I used the mod among many others, the bug doesn't appear anymore when I disables only this mod. But thanks for your work anyway!
Gibber 31 Dec, 2023 @ 11:55am 
w