Sid Meier's Civilization VI

Sid Meier's Civilization VI

Mountains Suck Less v1.00
32 Comments
STuRoK 12 May, 2023 @ 6:27pm 
ADD THESE LINES to the .modinfo file using Notepadd++
insert the 2 lines into the top <Properties> section
<Properties>

<CompatibleVersions>2.0</CompatibleVersions>
<AffectsSavedGames>1</AffectsSavedGames>
</Properties>

the "affects saved games" one lets you add the mod into an existing game.
lamuchan13 25 Apr, 2023 @ 6:13am 
Doesn't work with my other mods, so I've had to ditch it sadly
captmarc123 19 May, 2022 @ 4:35am 
why does this keep telling me I am subscribed BUT it never downloads just has a "update" button that never updates the mod
D34DLY 6 Sep, 2021 @ 4:02pm 
works fine for me with all DLC enabled. just enable it in your mods, and check the box to ignore warnings.
belko 14 Jun, 2021 @ 9:17am 
Some one can update this ? This game is fun only with the GS dlc..
=[NK]= Col. Jack O'Neil 26 Feb, 2019 @ 8:10pm 
I'm getting a LOC_placeholder adjacency boncus (Also using suk better ui), any advice?
PlotinusRedux  [author] 24 Feb, 2019 @ 6:58pm 
I don't know when or if I'll update this mod--I'm not sure I'm going to buy GS, I just really didn't find Civ 6 very fun compared to previous versions.

However, I hereby give anyone permission to modify and upload new versions this mod, include it in packs with other mods, etc.
zon 19 Feb, 2019 @ 2:49am 
seems working fine with GS - to get rid of the compatibility warning add this to line 8 of .modinfo:
<CompatibleVersions>2.0</CompatibleVersions>
DoGGstor 15 Feb, 2019 @ 12:08pm 
Still works, just ignore the "not compatible" label
Lord Of the flies 15 Feb, 2019 @ 3:44am 
please update dude
=[NK]= Col. Jack O'Neil 14 Feb, 2019 @ 7:58pm 
It should still be compatible with GS.
firstmonk1832 14 Feb, 2019 @ 7:31pm 
please include GS update, Thank you.
sdgabai 14 Feb, 2019 @ 5:37pm 
I don't know modding officially; but, it was flagged as incompatible for GS for me by either GS or Enhanced Mod Manager. I don't know which flagged it to be honest. Thank you for this mod and your time modding. All of you modders are awesome!
[ZSU] Roof_Korean 14 Feb, 2019 @ 4:33pm 
Any chance of a GS update ?
dabestgrimmreaper 4 Feb, 2019 @ 8:22pm 
The lotr mod does this fine, even going so far as building mines on em...(they have a remove mountain feature and it turns it to a mine, and it does stack with the city roads mod, and the better roads mod.) but thanks for the ajacency bonus lol. I'm probably going to steamroll with the dwarves now :D
Kreepi_Donald 20 Jan, 2019 @ 10:49pm 
PlotinusRedux, how would i edit the files to achive that?
PlotinusRedux  [author] 7 Oct, 2018 @ 3:34am 
twsworld, unfortunately the way it's set up, there's no way to allow building on mountains without making them traversable by all units.

Kreepi_Donald, why would you want it to affect saved games? The idea was you could turn it on in a game you'd alreadry started. But you can always edit the files to do that.
kma495180 28 Aug, 2018 @ 7:28pm 
I came for the name, I stayed for the mod. ;)
Kreepi_Donald 22 Aug, 2018 @ 11:04pm 
Is the mod not affecting saved games intentional or could it be made to affect saved games?
Aliatko 9 Aug, 2018 @ 5:56am 
Thank you very much, great work :dexsmile:
Legodudelol9a 3 Aug, 2018 @ 10:16am 
Do you think you can make it so that the Potala Palace wonder is buildable on mountains, 'cause that would make sense.
Shiroho 28 Jul, 2018 @ 4:48am 
this is a really really nice idea to compensate the fact it cannot be yielded while keeping the fact it can't be traversed. Great work OP !
TheMule 12 May, 2018 @ 4:40pm 
This mod works fine for me. The .modinfo file has <AffectsSavedGames>0</AffectsSavedGames>, so I don't know what you're talking about belkeirun.
belkeirun 1 May, 2018 @ 8:30am 
The mod doesn't affect 'save games'. Thus if you save and then load a game the mod is NOT enabled.
dschoon 27 Mar, 2018 @ 6:18pm 
I admit I didn't actually read the code, just your description. ("Ideally, the game mechanics would allow a mod to make mountains workable, accept a mine improvement, only allow explorer and worker types units to enter them, and make some wonders only buildable on mountains. But they don't.") I figured, paste a link. Maybe it helps out.
PlotinusRedux  [author] 27 Mar, 2018 @ 12:37pm 
dschoon, I saw that mod, but it looked like there were some pathing issues from some hard-coded assumptions that mountains can't be traversed. Also, I wouldn't want to allow all units to cross mountains, which I understand is required to make them workable from that mod--there doesn't appear to be a way to make land tiles passible for some land units but not others.
dschoon 25 Mar, 2018 @ 8:08pm 
fwiw, there's a Workable Mountains mod if you want to fiddle with code for that.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1309273275
KittyKatPurrfect 20 Mar, 2018 @ 5:43pm 
if machu pichu is ever added, im gonna be annoyed if its needed to be placed on a hill adjecent to a mountain xD
Zodraslaus 20 Mar, 2018 @ 6:13am 
That's perfect. Thanks so much!
PlotinusRedux  [author] 20 Mar, 2018 @ 12:40am 
Silva--just remove or comment out everything except the REPLACE INTO Adjacency_YieldChanges and REPLACE INTO Improvement_Adjacencies commands in MountainsSuckLess.sql.

Gulo--No, it doesn't apply to natural wonders, just normal mountains.
Mr.Gulo-Gulo 18 Mar, 2018 @ 7:44pm 
Does this extend to natural wonders as well?
Zodraslaus 17 Mar, 2018 @ 10:18am 
I like this, particularyly the +1 production adjacency bonus for mines, quarries, and lumber mills. If I wanted to remove the +2 adjacency bonus for districts how difficult would that be? I know only a little about modding and most of that comes from reworking other mods to suit me.