Sid Meier's Civilization V

Sid Meier's Civilization V

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Canals
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2.507 MB
27 May @ 11:38pm
12 Jul @ 12:31pm
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Canals

In 1 collection by zai4z
zai4z's essential mods
23 items
Description
This mod provides a way for naval units to traverse land tiles and connect to cities

Requires 👉 Various Mod Components 👈

Canals allow all naval units, including cargo ships, to pass though land tiles. Land units remain unaffected

Inland Cities that are connected to the sea via a canal will not be able to build naval buildings or units (otherwise it defeats the purpose of coastal cities), but they are able to receive and send cargo ships

Canals will also form city connections between inland cities, and coastal cities with a harbour

Canal
  • Can be built outside territory
  • Must be built on flatland
  • Can be built over resources
  • Costs 3 gold maintenance
  • 4x the build time of a road (16 turns on normal speed)
  • Canals can't be pillaged
  • A canal must be built next to things it can connect - water, cities or another canal
  • Canals can't be clumped together and must form an individual line
  • Can connect to lakes that are larger than 1 tile
  • Can enter canals in open border territory but not in enemy territory
  • Land melee units will insta-kill naval units inside, so make sure to protect them by placing a land unit on top!

To remove a canal, simply replace it with another improvement

The AI won't build canals themselves, but they will use any existing canal, just as a human player would

Compatibility

Requires a DLL, and therefore can't be used on multiplayer or with other DLL mods. Can be used with Howard's original VMP instead. This mod should also be compatible with Vox/CP but not recommended as I can't guarantee there won't be issues

Credits: Alpha Gaming for the improvement art ported from Civ 6
25 Comments
knito 25 Jul @ 1:37pm 
I did as you said. I switched between Community Patch and VMC. Result:

No game breaking dialogs anymore.

Community Patch == Canal breaking. With the CP the canals look like real canals and cost 3 gold/round. But they just stop working. Or don't work right from the start. Ships cannot use most canal tiles.

With VMC installed the canals just work.

Another result of the tests: The community patch patches something that does not need to be patched. The game is better without it. After years of using the CP I see again leaders offering cities to stop war. And calming unhappy citizens is part of the game, too.

Clear mod cache. Switch off CP. Use VMC and Canals.
El Tório 23 Jul @ 7:13pm 
The mod works beautifully with wHoward's Pick n' Choose mod bits (aka DLL-VMC), thanks for having compatibility in mind! Using (passable) fortresses to "bridge" over a hill tile in an otherwise flat landscape allows one to connect way more thing, specially as tectonic-style map generators tend to yield mountains or hills in isthmuses.

Just remember to set your automated workers to not replace existing improvements, or they'll replace the beautiful canal with an ugly trade post :steamfacepalm:

(pairs nicely with Gaia's Training Grounds too)
zai4z  [author] 22 Jul @ 4:24am 
@knito This mod doesn't change dialogue in any way. My VMC does, but if it's doing the same for Community Patch then I don't think this is the issue... maybe try clearing your mod cache and verifying integrity of game files. Then load a new game with just Canals + CP, then a game with Canals + VMC and see what happens
knito 22 Jul @ 4:08am 
With Canals installed leadership dialogs with multiple answers hang and block the game for me. The dialogs cannot be dismissed anymore and the game ends. I have a lot of mods installed including the "Community Patch" which seems to work as a replacement for your "Various mod components" but it is the same result for me if I use either of the libraries. As soon as a leadership dialog with real choices pops up the game is blocked.
Beefy Burrito 9 Jul @ 1:12pm 
can they allow cities that are within one tile from the coast to produce units and make a harbor and lighthouse like in civ 6?
Archer 12 Jun @ 10:44am 
have you tested with VP? i've been playing around and still cant get the canals to function,

they can be built, but they dont provide city connection or let naval units traverse,

naval units can only enter 1 canal tile if it connects to the coast (functioning as a fort/citadel)

in VP's custom mod options global passable forts exists, but not passable forts any

have tinkered with load order as well making sure canals goes after VP
zai4z  [author] 11 Jun @ 3:49pm 
@Archer it might be using GLOBAL_PASSABLE_FORTS in the CustomModOptions

If this is the case, GLOBAL_PASSABLE_FORTS_ANY allows for inland forts/canals to work. This mod should enable this correctly if it's loaded after VP
Archer 11 Jun @ 2:42pm 
After further testing it appears naval units cannot traverse canals inland further than 1 tile, on VP

This is likely because VP codes forts and citadels as canals, with naval units being able to pass over 1 land tile if it connects to another water tile. Since citadels and forts cannot be built next to each other and the canal mechanic for VP is 1 tile max, its likely that this can't work with VP or is a 1-tile max limit, at which point citadels/forts can do the job

Going to try tweaking around VP's built in canal code and revert
Archer 11 Jun @ 2:16pm 
RE: Below

Nevermind, the code suggestion works, just have to change from minversion 97 to minversion 144 (minversion must match the minversion in the voxpopuli modinfo file calling on community patch)
Archer 11 Jun @ 2:05pm 
@Asa Shigure I have doneso and can't build canals. I can place them via IGE but they dont work as intended either.

@zai4z does your response to DarthyKyofu also work for VP?

Have changed minversion to 97 and added said lines to table in the 2 files called out