Sid Meier's Civilization V

Sid Meier's Civilization V

[CIV VI] Canal
 This topic has been pinned, so it's probably important
Triton Supreme  [developer] 15 Aug, 2022 @ 9:48am
Suggestions
Here you can give me your suggestions, changes to make to the mod.
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Showing 1-6 of 6 comments
Gleb Cornery 18 Aug, 2022 @ 12:02pm 
You need to add the ability to ignore rivers to all naval units, because when a canal crosses rivers, naval units that move through it as well as land units lose movement points.
Triton Supreme  [developer] 18 Aug, 2022 @ 11:21pm 
interesting, it's a DLL bug but should be easy to fix, thanks for reporting it. (I'm gonna fix it this weekend.)
Triton Supreme  [developer] 20 Aug, 2022 @ 1:06am 
Originally posted by Shuricas:
You need to add the ability to ignore rivers to all naval units, because when a canal crosses rivers, naval units that move through it as well as land units lose movement points.

I forgot to warn you but it's fixed.
nicoern86 3 Sep, 2022 @ 11:57am 
Hello, could you make the mod allow you to build canals in the territory of city-states? I would improve it and make it more historically correct
Gleb Cornery 3 Sep, 2022 @ 12:54pm 
Originally posted by nicoern86:
Hello, could you make the mod allow you to build canals in the territory of city-states? I would improve it and make it more historically correct
In the territory of ally city-states will be better
Mumen Rider 17 Sep, 2022 @ 12:36pm 
Any chance this version of the mod will get changes to include some of the changes in the gaia collaboration? Personally a big fan of restricting the ability of naval units firing, debuffs to land units and irrigating desert tiles.
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Showing 1-6 of 6 comments
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