Sid Meier's Civilization VI

Sid Meier's Civilization VI

Enhanced Civil Infrastructure
87 Comments
Wuzzle 7 Feb @ 9:11am 
Something small i'd like is a version of this mod that doesn't touch anything to do with hills and doesn't allow you to build bridges on cliffs, because units aren't able to cross them under those circumstances meaning they serve no purpose besides wasting production and maybe providing an adjacency bonus to districts

The hills thing is due to a conflict with a mod that increases the range of ranged units on hill hexes, though just making hills do the same thing in this mod would also work
big grease 11 Oct, 2024 @ 9:57pm 
When building the panama canal but another civ beats you to it, I've noticed that it can leave a city with a canal under construction leading to nothing so it can't be completed, essentially leaving a broken tile. Trying to build the panama canal again doesn't seem to work as it just says no appropriate location for it anymore.
Helperbot 2000 19 Sep, 2024 @ 11:30am 
"hey look buddy, im an engineer. that means i solve problems"
Nandybear 11 Jul, 2024 @ 11:13am 
Line 23 EnhancedCivilInfrastructure_Core.sql

UPDATE Districts SET PrereqTech='TECH_ENGINEERING', Cost=60, Housing=1, Maintenance=3 WHERE DistrictType='DISTRICT_CANAL';

Changing it to:

UPDATE Districts SET PrereqTech='TECH_ENGINEERING', PrereqCivic=NULL, Cost=60, Housing=1, Maintenance=3 WHERE DistrictType='DISTRICT_CANAL';


As it's normally a civic not a tech so that needs nulling.
Nandybear 9 Jul, 2024 @ 5:41pm 
If you wanna use this with Got Lakes ? start your game, save it, then change the line in the got lakes file from

UPDATE Terrains SET Hills=1 WHERE TerrainType IN ('TERRAIN_GRASS_HILLS', 'TERRAIN_PLAINS_HILLS', 'TERRAIN_TUNDRA_HILLS', 'TERRAIN_SNOW_HILLS', 'TERRAIN_DESERT_HILLS');

to

UPDATE Terrains SET Hills=0 WHERE TerrainType IN ('TERRAIN_GRASS_HILLS', 'TERRAIN_PLAINS_HILLS', 'TERRAIN_TUNDRA_HILLS', 'TERRAIN_SNOW_HILLS', 'TERRAIN_DESERT_HILLS');

Then you can create em on hills np
Obb 19 Jun, 2024 @ 2:50am 
Seems like bridges doesn’t take account of water tiles type added by mods, they only see « normal water » something tiles. So it drastically limits the placement possibilities. I wonder if the mod can help with that, can I change that somehow ?
Hurrican999 13 Jun, 2024 @ 7:33pm 
Multiple panama canals work for me, but it's only buildable once per city, and the next city has to either continue the canal or build one somewhere else for it to work. Also, the middle part of the panama canal cannot turn at all.
For the 2 people ever reading this, I made this mistake so you don't have to.

As for the comment from last year, I only just got around to splitting the continent. And failed.
Shinchoku Koru 14 Jan, 2024 @ 11:11am 
It seems I can't even use multiple panama canals to begin with, I just build 1 and I can't find it again on the wonders list.

This doesn't even work in a city that's not already connected to the first Panama Canal, What are the requirements for this feature to work?
精神小伙儿毛 10 Jan, 2024 @ 12:43am 
This mod invalidates the Alphine Training ability of Matterhorn. Although I used the mod among many others, the bug doesn't appear anymore when I disables only this mod. But thanks for your work anyway!
Gibber 31 Dec, 2023 @ 11:55am 
w
Lan 27 Dec, 2023 @ 6:02am 
I wonder how to "build cities focused on providing food or production to your other cities through trade routes"
Hurrican999 24 Dec, 2023 @ 1:07am 
I'm going to split the land with panama canals like Moses split the sea.
spondbob 15 Sep, 2023 @ 1:35am 
+1 for multiple PCs in same city please!
Kharn 31 Aug, 2023 @ 3:59am 
is it possible to make Panama Canal buildable multiple times in SAME city, assuming you have suitable locations ofc?
extroid 21 Jul, 2023 @ 2:50am 
The description says it shouldn't require a new game, but the in-game mod menu says it doesn't affect saved games, and I still can't build a canal in my existing save. I bought Rise and Fall for this mod because it said it was required, and now it doesn't even work.
《Zytronium》 12 Mar, 2023 @ 9:30pm 
I found a bug. When I completed one Panama Canal in one city and another Panama Canal construction was interrupted (which I know is normal), I cannot resume construction as one of the tiles the canal was on is now part of a different city and the connecting canal in that tile did not disappear so I cannot switch the tile back so that I can continue construction. Here's a screenshot of the issue: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2946352986
BlackLight 13 Jan, 2023 @ 5:48am 
There seems to be a problem with the Port Lime Bridge mod to some people. Can you apply what you did to the Panama Canal to the Golden Gate Bridge? Like, it can be built multiple times but only the first one is considered a wonder. Maybe not in this mod, but as an add-on mod. Also, like your canals, the GGB can be built on reefs.
Olafr_the_Viking 1 Oct, 2022 @ 9:36pm 
A word of caution: The "work-aroud" to open up for building canals on hills, can break other mods that alter hills; it breaks the mod that increase attack range for ranged units on hills, for example.
Abracadabralicious 18 Aug, 2022 @ 2:07pm 
Since the Panama Canal can now be built multiple times, does the AI also attempt to build it whenever?
MogwaiMan 16 Jul, 2022 @ 9:48pm 
not sure if this has been brought up, but the bridges don't seem to be functionally any different than embarking, since i'm not seeing my land unit walk across it like the GGB, and requiring about 2-3 turns to cross the city bridges. Is that just how it's supposed to be, or did I miss something?
Nizou 5 Jul, 2022 @ 5:16pm 
I also had to disable the changes made to roads because Civilizations Expanded already does it, would it be possible to make that change as well as full compatibility with JNR mods (Grand Eras, UC : Aqueduct, Fresh Water Infrastructure) ?
DahakaMVl  [author] 5 Jul, 2022 @ 7:44am 
@Nitron Not really.
Nitron 5 Jul, 2022 @ 7:02am 
Would it be possible to add a multi-tile bridge?
Nizou 2 Jul, 2022 @ 11:54am 
So as to play with 6T project from JNR I modified the LoadOrder of EnhancedCivilInfrastructure_Text.sql and EnhancedCivilInfrastructure_Core.sql to 50000 and it seems to work, no more Canal in Modern Era but I don't know if this messes up some things so if someone could verify this it would be perfect !
CyberGamer15 23 May, 2022 @ 9:58am 
Hey there, I really like this mod, and think it's very useful in making roads and other infrastructure better, but I recently found that when this mod is enabled, it causes Menelik II's leader ability to stop functioning, though the rest of his abilities for Ethiopia work fine.

Just thought to mention it here, and was wondering if anybody else was also finding the same issue.
Shevvek 17 May, 2022 @ 6:50pm 
Are the trade route yields compatible with other mods that modify districts and/or trade yields such as Urban Complexity and City Lights?
Shevvek 17 May, 2022 @ 6:48pm 
Any possibility of making the Panama Canal not grant tourism? I like the ability to build multiple as infrastructure, but being able to spam it for wonder tourism seems silly.
N7Zebracakes 2 May, 2022 @ 4:49am 
@DahakaMVI - I found the issue for my mountain tile shenanigans. I kept overlooking the mod, I guess, as it states in the description that it kills off mountain tunnels. Very much a potato moment by me

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2257305249
DeadWeatherDrums 25 Apr, 2022 @ 7:37pm 
The addition of a maintenance cost for Canals, Aquaducts, and Dams is so obvious in retrospect. In game, what would happen if your emperor runs out of money? I think it happened to me once but I don't remember details. Does your empire start selling off military units and then buildings and then improvements / districts such as these? I believe Rome's aquaduct system and roads starting falling apart after its empire collapsed. Kind of like bridges in America today.....

Being able to build the Panama Canal repeatedly is such a godsend and a duh. Helloooo, Suez Canal?!? Bigass Canal in Nicaragua. Erie Canal two hundred years ago. And so on. Always annoyed me I couldn't build this again or link Canal Districts on a sliding scale. Oh Firaxis, you're so vanilla ice cream wimpy at times.
DahakaMVl  [author] 25 Apr, 2022 @ 12:22am 
@DeadWeatherDrums Thanks :)
DeadWeatherDrums 25 Apr, 2022 @ 12:10am 
Such a cool idea. I'm hesitant to try out due to some of the problems stated in the Comments and the fact that I run alot of mods, but I will have get it a spin some day - there's just so much that's cool in here. Nice job, bud.
Gabriel 17 Mar, 2022 @ 2:06pm 
Does this mod cause the same wonder building problem in multiplayer as the Port Lime Bridges mod does?
Lucius, the Heavenly Dragon 8 Mar, 2022 @ 12:12pm 
Could you make a version of this, with only the Canal changes?
DahakaMVl  [author] 14 Feb, 2022 @ 9:20am 
@N7Zebracakes I'm not sure/don't remember, but using Mountain Tunnels and using them might be separate things and a technology mod might cause conflicts. Either way, I have not seen such an issue.
N7Zebracakes 14 Feb, 2022 @ 9:16am 
Any compat issues you can think of with the Mountain Tunnels part of the mod? After installing, I can BUILD tunnels, but not USE them. I'm happy to send over a mod list if needed, but I was wondering if you had seen anything like this previously
DahakaMVl  [author] 1 Jan, 2022 @ 4:43am 
@Inffferno Yes, the Bridge changes only apply if you install Port Lime Bridges. If it is not installed, the mod disables all bridge changes. Not however that I did not fix any bugs of that mod like the multiplayer problems.
InferKnow 31 Dec, 2021 @ 1:10pm 
So just to make sure I know for sure, the "bridge" districts addon, are apart of the port lime mod that can be compatibly run together with this one?
DahakaMVl  [author] 10 Oct, 2021 @ 6:07am 
@MasterionX Probably should be fine if I assume.
MasterionX 9 Oct, 2021 @ 10:36pm 
Is this mod compatible with the Real Tech Tree mod by infixo?
DahakaMVl  [author] 14 Aug, 2021 @ 5:14am 
@Rieplayer Unlikely. This mod only changes the Panama Canal Wonder. If you want you can disable this with the following add-on: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2490307327
Then this mod definitely doesn't interfere with wonders.
Rieplayer 14 Aug, 2021 @ 4:23am 
Hello
Since we installed the mod we have a issue, that when a player builds a wonder, the animation for wonder which usualy only appears in singleplayer pops up and afterwards the player stuck in this screen. I also added 5 additional new mods:
-No Resource Maintenance Cost for Inactive Units
-Steel and Thunder: Unit Expansion
-Rosetta - Dynamic City Names
-Sukritact's Oceans
-Multiplayer Helper (MPH)

Is this issue caused maybe by this mod?

Thank you
The Color of Trust 11 Aug, 2021 @ 3:01pm 
Thank you!
DahakaMVl  [author] 11 Aug, 2021 @ 4:06am 
@The Color of Trust
In "SteamLibrary\steamapps\workshop\content\289070\2488353087\EnhancedCivilInfrastructure_Core.sql" delete lines 25-32
The Color of Trust 10 Aug, 2021 @ 11:42pm 
Is there a way to disable building canals on hills?
DahakaMVl  [author] 22 Jun, 2021 @ 10:10am 
@繁墨沉迷文明 Are you using another Map Script like "Got lakes"?
繁墨 20 Jun, 2021 @ 8:43pm 
I can't built canal on hills, does it works?
DahakaMVl  [author] 9 Jun, 2021 @ 1:30am 
@matthieu.hudry This is possibly due to the workaround that is needed to build canals on hills. If you find more examples like this, please tell me about it.
matthieu.hudry 9 Jun, 2021 @ 1:20am 
Hi. Thank you for this mod. Does it do anything to scouts ? The "Alpine" promotion (for hills) does not seem to be working (movement still costs 2) for me, even when I start a game with only this mod on. If I start a game without it, the promotion works fine though.
DahakaMVl  [author] 31 May, 2021 @ 12:26pm 
@FLSoz I have built multiple Panama Canals in several games and haven't seen such a bug. There may be some issue with city tile ownership and specifically the interruption of construction. I haven't noticed it and sadly I wouldn't be able to fix it since it seems to be caused by how the panama canal is coded by Firaxis.
FLSoz 30 May, 2021 @ 5:24pm 
If it does work normally, then it probably has something to do with city tile ownership - the offending panama canal instance had only its central bit under the city's control - the other ends were controlled by neighboring cities