Sid Meier's Civilization VI

Sid Meier's Civilization VI

Earlier Canals
39 Comments
Grêy  [author] 27 Sep, 2024 @ 5:38pm 
yeah by all means. take it, change it, rebuild it. do whatever you want.
Yūro Akiba 8 Sep, 2024 @ 12:42pm 
i figured it out by myself and modified it. hope you're ok with it, grey
Yūro Akiba 8 Sep, 2024 @ 11:57am 
how do i change it to be unlocked at buttress?
Potatoes and Tomatoes 2 Sep, 2024 @ 5:36am 
thanks @hook TUAH
Renouf 17 Apr, 2024 @ 5:46pm 
Just to confirm you still have to go under the hood for 6T Grand Eras compatibility - at some point 6T moved canals to the Civic tree so with this mod you need BOTH the 'Construction' tech and 'Civil Engineering' (lategame) civic to build a canal.

I removed 6T's canal PrereqCivic line and changed its canal PrereqTech=NULL to PrereqTech='TECH_CONSTRUCTION' (but in theory shouldn't need the second part)

Steam\steamapps\workshop\content\289070\2769967307\Data\Unlocks\6T_Unlock_Districts
Jev 28 May, 2023 @ 8:38am 
Nice mod!
I always found the canals mechanics to be unrealistic. Plus, by the time you reach the steam age, much of the land we could have used to build canals is taken by districts.
This solves that problem and gives us more to do earlier in the game.
Thank you for putting in the time to keep this alive.
Tomer1145 21 Sep, 2022 @ 11:57am 
Is this mod works with Grand Eras now or do I stiil need to alter files for it? great mod btw :)
=[NK]= Col. Jack O'Neil 1 Jul, 2022 @ 11:04pm 
Thanks Austin
Austin001 1 Jul, 2022 @ 11:02pm 
Got it to work by editing your update database line to
<UpdateDatabase id="NewAction">
<Properties>
<LoadOrder>997999</LoadOrder>
</Properties>
<File>EarlierCanals.sql</File>
</UpdateDatabase>
Useful if you wanna play with 6t with your friends(not having them edit the local files) and still want the earlier canal. I set the load order really high, probably didnt need to be that high but I didnt want to test it after I got it to work
DaniAngione 14 Jun, 2022 @ 10:45pm 
I can confirm your post works and still works after the update (that file was not changed) :)
Grêy  [author] 14 Jun, 2022 @ 10:29pm 
@SAW while i did get a chance to play around with the files, I was not able to figure out how loadorder/compatibility works, and so could not make this work correctly with grand eras. My last post should still work, the line number may have changed if the file had an addition, but that's unlikely.
SAW 13 Jun, 2022 @ 8:59pm 
Project 6T(Grand Eras) was updated yesterday.
DaniAngione 5 May, 2022 @ 7:49am 
@Grêy Thank you very much!
Just going into these files makes me so tempted to get into Civ modding ;-; but I already got my hands full haha
Grêy  [author] 5 May, 2022 @ 12:06am 
@DaniAngione Yup it's load order. I've begun looking into how load order works, but I just adjusted Project 6T to have the same change in the mean time in my own files. All you have to do is open 6T_Unlock_Districts in

[whatever location you have steam installed] \Steam\steamapps\workshop\content\289070\2769967307\Data\Unlocks

and change line 22. PrereqTech to 'TECH_CONSTRUCTION' or whatever tech you want to use. this will also work with any other mods. This will work until he updates the mod in which case it's the same thing but the line number might change. IDK how long it will take me to figure out how load order works (or even if i will figure it out) so this should work in the meantime.
DaniAngione 4 May, 2022 @ 8:22pm 
Doesn't work with Project 6T (Grand Eras), I think it's because of load order? Not sure - but thought I should mention it :)
赵子虫 22 Apr, 2022 @ 10:45am 
@Grêy
感谢你尽量用翻译软件让我明白了你的意思,你的考虑也很合理,这是一个很棒的mod。
Thank you for trying to use the translation software to make me understand what you mean, your consideration is reasonable, this is a great mod. :steamthumbsup:
DeadWeatherDrums 21 Apr, 2022 @ 11:34am 
This is a very cool idea that gives us some good options for a little 'amazing engineering' in ancient times. Thank you for this. And thank you for trying your hand at modding and spending your precious time on us wee mortals who marvel at your 'amazing engineering.'
眩晕 10 Apr, 2022 @ 4:10pm 
I use Google translate
I like the canal very much. I hope to build a large canal like Panama Suez in the game
Grêy  [author] 14 Feb, 2022 @ 9:34am 
@赵子虫

抱歉,如果这听起来很奇怪,我只是在使用谷歌翻译。我说中文的记忆范围以“对不起,我的中文不太好”开始和结束。

支撑技术出现在技术树上的时间比我认为合适的要晚。而且这项技术已经有了水坝。

我希望运河在科技树中更靠近工业区,同时也增加一点——我认为是——一种较弱的技术。从技术上讲,支撑技术符合主题,但对我来说似乎不合适。
赵子虫 7 Feb, 2022 @ 11:42pm 
实际上,我觉得将运河放到扶壁科技上会更合适一点。
Scroller 21 Jan, 2022 @ 6:44pm 
@Grêy - Given the issue, I can start with any mods which mention canals. I only have a few of those so it should be straightforward process. I might get it done later today but if not, it may take a few days to work on it. If I find it, I'll let you know.
Grêy  [author] 21 Jan, 2022 @ 5:05pm 
@Scroller your best bet is to disable everything and alternate enabling mods and hopping into a duel map to check the tech tree until you find the culprit. a 2 player duel loads fairly fast. I know it's annoying, I have an active 80-90 mods in a stable list and it's not a quick process. but it's the best way.
I'm not well versed in how modding Civ6 works, it took me two days to make this one line mod work, but my understanding is the XML files replace the original file while SQL's append the original file. if it uses XML files and I understood correctly, that might be the culprit.
Scroller 21 Jan, 2022 @ 3:05pm 
@Grêy - I had another look and found a mod that I had previoulsy missed: 【GS】Canal Enhancements. I had a look at the two XML files but I couldn't see anything which looked like it would conflict in them. That said, it still could be this one that is overriding your mod.
Scroller 21 Jan, 2022 @ 2:35pm 
@Grêy - I did wonder about how that mod might have conflicted. My current playthrough was started after this mod was installed and, as far as I can tell, it is enabled (plus I do have GS). It is a bit of a mystery, If I ever figure out the issue then I'll let you know.
Grêy  [author] 21 Jan, 2022 @ 12:03pm 
@scroller no, his whole mod set is in the load order i use in single player. if someone directly replaces the distrcits xml, that might do it. make sure you have the mod enabled and you're starting a new save, not loading an older one. and have gathering storm enabled of course.
Scroller 21 Jan, 2022 @ 5:27am 
@Grêy - I just checked my list of mods and found this one by JNR: Fresh Water Infrastructure. It does make, what appears to be, minor changes to canals - could this be the one?
Scroller 21 Jan, 2022 @ 5:14am 
@Grêy - I don't have that mod installed, so it looks like there could be something else conflicting but I'm at a loss as to which one that might be. As for as I can recall, I don't have any others which touch on canals.
Grêy  [author] 20 Jan, 2022 @ 12:44pm 
@scroller the only mod i know of with incompatibilities is enhanced civil infrastructrure by DahakaMVI , but any mods that modifies the canal in another way is your most likely incompatibility.
Scroller 20 Jan, 2022 @ 6:13am 
This doesn't appear to be working in my latest playthough. Are there any known conflicts?
viniciusp04 19 Jan, 2022 @ 9:47am 
thank you
BerglinJ2028 17 Jan, 2022 @ 8:38pm 
Yes!!!
Grêy  [author] 16 Jan, 2022 @ 7:49pm 
@blkbutterfly that's the complete antithesis of this. in the base game, they are unlocked in the industrial era despite canals irl existing back to 1000+ BC.

@Carmel Waffles yes, i have not touched china.
blkbutterfly 16 Jan, 2022 @ 1:32am 
@Grêy I like the idea of earlier canals. Qin gets them pretty early. Perhaps China (both Qin Kublai) should get it with a Medieval era tech? Everyone else in the early Industrial? Maybe with Industrialisation?
Starkman Jones 15 Jan, 2022 @ 9:38pm 
In this mod - does China still unlock Canals at Masonry?
Grêy  [author] 15 Jan, 2022 @ 1:06pm 
so long as it doesn't remove the construction tech or change the unlock tech for canals, it should be compatible.
Senerski 15 Jan, 2022 @ 1:02pm 
does this mods work with the reworked tech tree?
Grêy  [author] 15 Jan, 2022 @ 12:58pm 
I believe so
Kamov-52 15 Jan, 2022 @ 8:30am 
is this mod requires a new game?
Drake 13 Jan, 2022 @ 4:55pm 
very cool, thank you