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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.
Just remember to set your automated workers to not replace existing improvements, or they'll replace the beautiful canal with an ugly trade post
(pairs nicely with Gaia's Training Grounds too)
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
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
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
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)
@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