Sid Meier's Civilization VI

Sid Meier's Civilization VI

Trade Routes Extended
10 Comments
Daimian  [author] 2 Apr, 2023 @ 8:35am 
@Gregorius I can confirm this mod works with Rise & Fall, I'll update the mod description.
Gregorius 2 Apr, 2023 @ 5:08am 
Is it working with rise and fall also?
axatoramus 8 Aug, 2022 @ 3:03pm 
Ok awesome!
Daimian  [author] 8 Aug, 2022 @ 2:17pm 
Should still work. I tested it a few months ago and it was functioning fine.
axatoramus 7 Aug, 2022 @ 1:47pm 
Still works?
STuRoK 19 Oct, 2021 @ 12:45am 
Hi, what is the "Base Range" part? that's not the minimum is it?
zon 25 Feb, 2019 @ 12:33pm 
seems working fine with GS - to get rid of the compatibility warning add this to line 8 of .modinfo:
<CompatibleVersions>2.0</CompatibleVersions>
Daimian  [author] 13 Dec, 2018 @ 2:18pm 
@[SSC] Borealis That is a good question and possibly part of why I can't seem to change the speed of trader units. They are all always 1 tile per turn if you watch them from start to end game. I felt that traders should at least move 2 tiles per turn on water but I think I will have to scrap this idea unless someone knows how to change trader unit speed.
Borealis 12 Dec, 2018 @ 7:55am 
where would the difference be tho? trade routes only have a set amount of turns they last, and that wouldnt be affected by trader moving speed, would it? if so im sorry, i have no idea of coding, it just sounds weird to me
Daimian  [author] 27 Nov, 2018 @ 9:34am 
I'm still trying to figure out how to make the traders travel more than 1 tile per turn, so far no luck.