Sid Meier's Civilization V

Sid Meier's Civilization V

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Navigable Rivers
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10 Jul @ 2:21pm
10 Jul @ 4:10pm
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Navigable Rivers

In 1 collection by zai4z
zai4z's essential mods
25 items
Description
This mod introduces a river traversal system, expanding upon the use of rivers

Requires 👉 Various Mod Components 👈

River units are restricted to only move on the sides of rivers, lakes, and sea tiles adjacent to land. Movement upstream will be only allowed on one side of the river, movement downstream will be on the opposite side. River units may move across all terrain without taking attrition and ignore terrain cost

Naval units can't enter rivers, this is for realism (big sea ships can't enter narrow rivers) and balance reasons

If you would like to move naval units through land, I recommend my other mod - Canals

Longboat
Unlocked at metal casting
Can both melee and range attack
1 Range, 4 moves
Ignores enemy ZOC as it is on the river

Gunboat
Upgrade of the Longboat at steam power
Has 2 range, 5 moves and indirect fire, but requires coal

Both these units use ranged promotions, but have volley instead of +1 range

Barge
Unlocked at sailing
Civilian unit, 4 moves
May carry 1 land unit as cargo
Also has the ability to "ferry" units across the water tile, this allows all land units to cross the tile as if it is land. The Barge can't move again until it stops ferrying
Ignores territory, allowing you to move units through non-open borders

All these river units require the River Port in the city to be built...

River Port
Unlocked at pottery
1 Maintenance
Forms a city connection with other cities with a river port that are on the same river, under a few conditions:
The tiles along the river connecting the cities must be discovered, not blocked by an enemy city and if there is a lake in-between, the player must be able to embark

Notes
  • The AI won't build barges as they don't know how to use them, but they will build and use Longboats/Gunboats
  • River units will automatically position themselves on top of the river, even if you have quick movement enabled
  • Fishing tech has just been added for realism, it doesn't change anything
  • Loading a land unit onto a barge while it is on water is prohibited
  • You may see a warning that the fishing boat will be removed when attempting to ferry units, ignore this because it won't be
  • Barges can't ferry units while having cargo
  • Land units in barges won't take attrition damage and can be stacked with another military unit

Compatibility

Requires a DLL, and therefore can't be used on multiplayer or with other DLL mods. Can be used with Howard's original VMP instead. This mod should also be compatible with Vox/CP but not recommended as I can't guarantee there won't be issues. Will conflict with "Galleys for Civs"

If you are using R.E.D. Modpack or R.E.D. Xtreme, do the following:
1) go to your mods folder C:\Users\USERNAME\Documents\My Games\Sid Meier's Civilization 5\MODS
2) go into Navigable Rivers folder, XML\Import\Other
3) Rename the desired file to UnitFormations.xml
4) Replace the UnitFormations.xml in XML\Import with this new file

Credits: Barrowulf for the fishing and barge icon art

31 Comments
buhler86 23 Sep @ 9:11pm 
not every river would be navigable due to rapid water falls etc. would make more sense to allow only on flat tiles or otherwise add locks?
BrockKids1 12 Sep @ 9:34am 
I see
zai4z  [author] 12 Sep @ 9:32am 
@BrockKids1 There are lots of things in this mod that require BNW/G&K
BrockKids1 12 Sep @ 9:12am 
Good morning @zai4z, could you make this mod not require DLC and be a vanilla mod?
zai4z  [author] 4 Sep @ 6:05pm 
@Lifted to Heaven How so? Too much strength?
Lifted to Heaven 30 Aug @ 7:34pm 
Gunboat feels too strong, so i modified it on my own. Otherwise, it's nice.
zai4z  [author] 22 Aug @ 3:05am 
@Alpenheim Yes, branches count as the same river
Alpenheim 22 Aug @ 1:50am 
I have a quick question about river ports. If the river is branched but my two cities are still on the same river system, will a city connection still be established?
Manwhale 13 Aug @ 12:05am 
Compatible with Sapiens?
desynthed 11 Aug @ 5:44pm 
Would it be possible to make a version of this mod that is more compatible with Vox? Very impressive mod, thank you for your work.