Sid Meier's Civilization VI

Sid Meier's Civilization VI

Workable Mountains
37 Comments
kevin.cheng.vang 9 Dec, 2021 @ 6:20pm 
I can't mine the mountains like how you do it in Civ 1. At least, you can't mine the mountains; however, you can't walk on top of them. There's something wrong with this mod.
sjtimmer7 9 Jun, 2020 @ 3:04am 
It gives a warning when you want to enable it. Does the game crash when you ignore the warning?
number3475 21 Feb, 2020 @ 9:06pm 
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 23 Mar, 2019 @ 6:28am 
I have GS and it works fine except as the Inca. I can't remember the exact problem I had as it was a while back. I just don't play as the Inca with this activated.
Keukotis  [author] 23 Feb, 2019 @ 7:28pm 
They added the ability to work mountains to a specific civ, so I was worried that might break this. I can look into fixing it, but I make no promises about when that would be.
Merlex 13 Feb, 2019 @ 10:49pm 
This mod and Passable Mountains are not compatible with the new update. I didn't even get buy the expansion yet, I just have base vanilla. But it broke my saved game anyway.
Jessy2299 23 Dec, 2018 @ 9:34pm 
It is indeed compatible with R&F and for the saved game I don't know... but most if not all the mod required a new game. However I could be wrong about that...
coloredearth 23 Dec, 2018 @ 5:21pm 
Is this R&F compatible, and does it affect saved games, or do you need to start a new game with this mod already enabled?
pauloel7 20 Oct, 2018 @ 6:05pm 
k. Thank you for the info.
Keukotis  [author] 20 Oct, 2018 @ 2:24pm 
You can't. This is a known issue with using Passable Mountains. If you found a city on a mountain, it cannot receive trade routes nor use fresh water.
pauloel7 16 Oct, 2018 @ 2:30am 
SS my trade routes cannot be destined to a city settled on a mountain. Would you know how to overcome that issue?
JJ 24 Aug, 2018 @ 4:31pm 
can u make it so u can build districts on mountians and mines and a ski resort
pauloel7 27 Jul, 2018 @ 9:43pm 
Hello SS! This is just to share a suggestion forward, and thank you again: https://jpst.it/1khaA
pauloel7 30 May, 2018 @ 10:32am 
I see SS. Well then, wish you good luck with that challenge. Man, Firaxis code is not exactly the best. They should seriously improve modders life, ideally enabling DLLs. Thanks!
Keukotis  [author] 28 May, 2018 @ 1:25pm 
@pauloel7
A great deal about mountains is hard coded. I and others have tried to get around the limitations. most of what you're referring to is already an issue with Passable Mountains. It's not something that can be fixed right now.
pauloel7 27 May, 2018 @ 2:02pm 
Another thing: altough I've adjusted the defensive bonus to 10, the city defense score displays only 13 - should it not display 20 instead?
pauloel7 27 May, 2018 @ 1:42pm 
@SushiSquid: I've settled on a mountain (...so nice...) by a river, and got only 1 housing from water, instead of four, like I would, had I settled in any non-mountain tile by a river. Is that because of this mod or some other thing? Can it be fixed in the code? How? Thanks!
pauloel7 27 May, 2018 @ 1:17pm 
@SushiSquid: Love the mod! Can you now build districts on a mountain?
@Faysal: default setting is defensive bonus = 3; I tweaked mine to 10... adjust as you will
@baduga: lovely idea, makes total sense to increase mountain yield with tech/civic progression and/or adjancency, like any other tile would! Hope SushiSquid implements something!
Faysal 22 May, 2018 @ 11:18am 
What is the defense bonus of mountains? Should be high as crazy.
legboob 21 May, 2018 @ 6:50pm 
Is there a way to have this apply to only specific civs (i.e. as a unique civ ability)?
Jessy2299 24 Mar, 2018 @ 3:47pm 
I try to add a way to build mine on montain but cant make it work... I have been able to add wonder though...
Radio Frequency 17 Mar, 2018 @ 4:59pm 
Ski resort: gold and tourism in mountains (except desert) doubled if tundra mountains
Mountain mines: extra production
Neighborhoods can be built in mountains, but only give plus 4 housing
Mountains that are adjacent to campuses or holy sites get extra science/ faith respectively
Shyning 13 Mar, 2018 @ 5:27am 
Maybe Workshop and Factory could improve the production by 1 each ? But it'd stop here.
I don't really like the idea of passable moutains giving a defense bonus tho. Usually, when they're impassable, it makes for natural chokepoints creating nice defense positions, if they're passable AND give a defense bonus, it becomes very dangerous for the city set close to it, invaders that climb the moutains would have a direct shot to you and have a defense bonus.
"don't let them get it then" -> yeah, but the purpose of having moutains for defense is to control your area of defense, not to make it even more complex.
It's too bad you can't set yields on impassable tiles :( I love your mod but won't download it because I don't like "Passable Moutains" (congrats for the mod's author tho, it's a good idea, I just don't like it ^^).
hesbatting1000 11 Mar, 2018 @ 9:52pm 
There was a great version of this Civ 5 where a mountain started producing nothing, but things like workshops would increase production. So the mountain tiles become slowly higher yielding over time, but only if you have certain city upgrades.
Baradar67 3 Mar, 2018 @ 5:57pm 
Just a note on settling on mountains, indeed you do not get the river adjacency (for me that's more reason to build the aqueduct) but on the trade issue, the mountain city can send out traders (and they return) but it does not get added to other cities trade selections. Seems to me that could be fixed.
Sophist88 2 Mar, 2018 @ 3:50pm 
Is it possible to make a district/improvement/wonder that allows boats cross small tracts of land? Something like the Panama Canal.
Keukotis  [author] 2 Mar, 2018 @ 3:08pm 
@baguda
I'm considering multiple alternatives for increasing mountain yield as the game progresses. Terrains do not have an easy built-in method for increasing yields with technology or civic research like improvements do, but the new modifier system Civ VI has make that possible to build anyway.
Sophist88 2 Mar, 2018 @ 6:27am 
Can you make it so that the mountains gain resources with technology? The great wall improvement changes resources with different technology. Can you do something similar with unimproved tiles? Maybe...
Ancient - classical: +1 Faith
Medieval - rennaissance: +1 Gold
Industrial - information: +1 Production
Elucidus 25 Feb, 2018 @ 10:20am 
I was afraid of that. And I hadn't considered trade routes with mountians, that is a very good point.
Keukotis  [author] 25 Feb, 2018 @ 9:17am 
Yeah I just tested this today. I cannot, no matter what I do to the database, get the game to allow improvements on mountains. It just doesn't seem possible. Simply allowing the improvement on the terrain doesn't work, nor does telling the game that mountain tiles aren't mountains (which breaks other stuff, but I wanted to test for curiosity). I'd love to allow quarries on mountain tiles. That would be enough, I think.

As for cities, Passable Mountains does allow that, but you should NOT settle cities on mountains. They won't get any river adjacency and they can't receive or send trade routes, from what I've read.
Elucidus 25 Feb, 2018 @ 8:49am 
@SushiSquid You can settle on mountains and though it looks a little odd, it works. Building tile imprvements, however, hasn't worked since civ6 came out. This is something I have been working on since it came out, I just picked up RAF last night and haven't tested it on there yet. I'll let you know if I find out before you. :)
Keukotis  [author] 24 Feb, 2018 @ 8:20am 
@phenyxasher
I don't have Rise & Fall, but I can't see why such a tiny mod wouldn't work.

@Baradar67
In Civ V, if you edited the game to allow settling cities on mountains, they had no visuals. Same for placing improvements like mines on mountain tiles: they were invisible except in strategic view. I did tons of modding for Civ V, so I know that game pretty well. I just got Civ VI from the Humble Bundle last month and I'm just now starting to look at its files and test things. If you have tested this, could you let me know? Do cities or improvements on mountains have any visuals?
Baradar67 23 Feb, 2018 @ 3:42pm 
Using it in RAF now @phenyxasher. It's a simple mod so really shouldn't cause problems as yet.

I want to change that though. Just having Passable allows us to settle on mountains and being able to use the mountains for mining is great but there are a number of wonders that could really be placed on mountains. Some districts could also be placed there, encampment, holy site being my first choices.

If so, things like holy site might get +6 or +7 from being "adjacent" to a whole bunch of mountains. Increasing yields would not be a good idea at that point.

So with that in mind, are you looking to add those changes Sushi?

phenyxasher 22 Feb, 2018 @ 9:56pm 
is this Rise & Fall compatible?
Keukotis  [author] 22 Feb, 2018 @ 6:52pm 
@Gantros
I had considered that, and honestly it seems like a better fit than buildings in Civ VI.

The new modifiers system that Civ VI uses internally is much more confusing than what Civ V used, but it does appear to be more powerful. I could build a modifier that boosts mountain yields and apply it to a technology. I'm just still not sure if mountains need any more benefit yet. I'm waiting on feedback and my own testing, when I have time.
Baradar67 22 Feb, 2018 @ 6:49pm 
Awesome, picked up passable the other day, was hoping this might be around to go with it!
Gantros 22 Feb, 2018 @ 5:51pm 
Maybe like farms, when certain techs are researched, Production yields are increased, such as explosives. Chemistry might increase gold, and so on.