Sid Meier's Civilization V

Sid Meier's Civilization V

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Navigable Rivers
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10 Jul @ 2:21pm
10 Jul @ 4:10pm
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Navigable Rivers

In 1 collection by zai4z
zai4z's essential mods
23 items
Description
This mod introduces a river traversal system, expanding upon the use of rivers

Requires 👉 Various Mod Components 👈

River units are restricted to only move on the sides of rivers, lakes, and sea tiles adjacent to land. Movement upstream will be only allowed on one side of the river, movement downstream will be on the opposite side. River units may move across all terrain without taking attrition and ignore terrain cost

Naval units can't enter rivers, this is for realism (big sea ships can't enter narrow rivers) and balance reasons

If you would like to move naval units through land, I recommend my other mod - Canals

Longboat
Unlocked at metal casting
Can both melee and range attack
1 Range, 4 moves
Ignores enemy ZOC as it is on the river

Gunboat
Upgrade of the Longboat at steam power
Has 2 range, 5 moves and indirect fire, but requires coal

Both these units use ranged promotions, but have volley instead of +1 range

Barge
Unlocked at sailing
Civilian unit, 4 moves
May carry 1 land unit as cargo
Also has the ability to "ferry" units across the water tile, this allows all land units to cross the tile as if it is land. The Barge can't move again until it stops ferrying
Ignores territory, allowing you to move units through non-open borders

All these river units require the River Port in the city to be built...

River Port
Unlocked at pottery
1 Maintenance
Forms a city connection with other cities with a river harbour that are on the same river, under a few conditions:
The tiles along the river connecting the cities must be discovered, not blocked by an enemy city and if there is a lake in-between, the player must be able to embark

Notes
  • The AI won't build barges as they don't know how to use them, but they will build and use Longboats/Gunboats
  • River units will automatically position themselves on top of the river, even if you have quick movement enabled
  • Fishing tech has just been added for realism, it doesn't change anything
  • Loading a land unit onto a barge while it is on water is prohibited
  • You may see a warning that the fishing boat will be removed when attempting to ferry units, ignore this because it won't be
  • Barges can't ferry units while having cargo
  • Land units in barges won't take attrition damage and can be stacked with another military unit

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. Will conflict with "Galleys for Civs"

If you are using R.E.D. Modpack or R.E.D. Xtreme, do the following:
1) go to your mods folder C:\Users\USERNAME\Documents\My Games\Sid Meier's Civilization 5\MODS
2) go into Navigable Rivers folder, XML\Import\Other
3) Rename the desired file to UnitFormations.xml
4) Replace the UnitFormations.xml in XML\Import with this new file

Credits: Barrowulf for the fishing and barge icon art
19 Comments
KnightHamster 19 Jul @ 1:32pm 
TBH, it's more of a "storage" thing since I have a preference of keeping my combat units in forts and airbases when I'm not at war. (I use the 2 units per fort mod to lessen forts needed)
zai4z  [author] 19 Jul @ 12:39pm 
@KnightHamster Getting a good unit model for those units is the hard part

I'm pretty sure river units can heal anywhere right?
KnightHamster 19 Jul @ 12:21pm 
This is nice, giving a new element to rivers, been using the combat boats to attack enemies near rivers and they're way faster than land units when the area is heavily forested.

Can I check if there's any intention of adding to the combat units by adding stuff like the PBR or Swift Boats for the post-Industrialization eras?

Or add a map improvement to store and repair the boats similar to the airbases map improvement mod?
zai4z  [author] 19 Jul @ 6:15am 
@brometheus It should work fine with this mod, yes

My Various Mod Components changes the trade route UI, so this will conflict. But you can make it compatible.

In all my mods, any UI files will be in Lua/Import or XML/Import

If there are any files in EUI with an identical name as the files in those import folders, then you will need to replace those with a copy of the import file
brometheus 18 Jul @ 8:19pm 
this is amazing, thank you bro! do you know if this would work with Enhanced User Interface (EUI), I understand that one changed the DLL, or am I mistaken?
BrockKids1 16 Jul @ 6:09pm 
i was asking if you could make it not require those like be a vanilla mod
zai4z  [author] 16 Jul @ 5:54pm 
@BrockKids1 Yes this mod needs the expansions
BrockKids1 16 Jul @ 5:14pm 
i mean like the expansions for the game
zai4z  [author] 16 Jul @ 5:10pm 
@BrockKids1 Do you mean DLL? Or BNW/G+K ?
BrockKids1 16 Jul @ 4:29pm 
could you make it not require DLC