Sid Meier's Civilization VI

Sid Meier's Civilization VI

YD's Better Civil Engineering
56 Comments
Yand_Durinul  [author] 25 Dec, 2024 @ 9:41am 
@Publicola, I believe that is just the base game mechanic to railroads. once you unlock them it makes the modern roads obsolete, and you can only build/create them (modern roads) by roads upgrading/being formed by another mechanic. I can look into this but it would be easier if you just disabled the mod and run a test playthrough from the industrial/modern era. and try to create roads with settlers/builder/military engineer.

If you still can't figure out the reason, let me know and I can look into it... I would've volunteered to do so from the start, but with it being the holidays and my job i find i have very little time these days.

I wish you the best of luck and a happy holidays.

-YD.
Publicola 22 Dec, 2024 @ 8:55pm 
I'm not sure if it's a bug or intended behavior, but I just researched 'Railroad' and now I am unable to use my builders to build any Industrial / Modern Roads -- the 'build road' button is disabled for every tile I see.

Is this intentional, or is there a bug between 'Builders can build the most advanced road possible for each era' and 'only Military Engineers can build railroads'?
Yand_Durinul  [author] 20 Aug, 2024 @ 6:54pm 
@Heihei-eiei You are going to have to be way more specific, I don't understand what you are asking for.

To start, what are the "unit blocks of the facility"?
---fk--- 18 Aug, 2024 @ 2:25am 
@Yand_Durinul Author, can you modify the canal. Do not remove the unit blocks of the facility, paving it like a road. A line connecting two rivers to the city. It will also provide water to the units on both sides of the canal to increase food production and provide transportation.
Yand_Durinul  [author] 1 Jun, 2024 @ 10:05am 
@Accidam, I may be wrong but it sounds like you are referring to 2 possible things,

1). That the tile requires the river on at least 2 sides.
2). That you can only build 1 per river.

Neither of which are bugs and thus I won't be providing any "fixes", and while point 1 can be a little bit awkward, it doesn't give enough of an issue to incentivise a fix.

If I am wildly off, please drop me a message with a more precise description of your issue and we can go from there. :steamthumbsup:
Yand_Durinul  [author] 2 May, 2024 @ 3:33pm 
@DogPoundOverlord I'm really glad to hear you love this mod. Comments like yours really do make creating mods worth every second.
DogPoundOverlord 30 Apr, 2024 @ 6:55pm 
Love this mod! There are a couple that do similar things but this one encompasses so much in one single mod. Must have for me! Thank you!
Yand_Durinul  [author] 3 Feb, 2024 @ 6:20am 
@Golderon I have looked into this, as far as I can tell it's going to be very difficult to do as the code required is "Required_FeatureType" not "Valid_TerrainType"

As of now, I don't think the game recognises a neutral "FeatureType" so there is no default value I can add, nor does it like a "NULL" value, nor leaving it blank either.

So without consulting the "Mod Gods" I am afraid that, at least for now, this is beyond me.
Yand_Durinul  [author] 2 Feb, 2024 @ 4:26am 
@Golderon This is in theory possible. All I would need to do is add regular tiles as valid terrains to the dam, unless it has been hard coded by the developers. I'll look into it.
Golderon 24 Jan, 2024 @ 4:34pm 
Can you add a feature to the dam so it is buildable on all rivers, not just floodplains?
Yand_Durinul  [author] 29 Jun, 2023 @ 1:51pm 
@Mars Eco I have rechecked your previous posts and here's where i stand;

1). Aerodrome Adjacency & Bonuses - I've created a second mod for this. I consider this Done.

2). Roads using Oil - The more I think about it, the more I like this idea. Change will be coming out (Don't know when, my work schedule has doubled recently).

3). Cost of Dam - I am still unsure as to whether I like this idea. I will look into it and try a game or two with the change to see if it feels okay.

Bonus). I do need to update the descriptions of the Civilopedia to mention about the pre-req techs for removal and roads. This isn't a priority but is on my radar.

As usual, I hope this post helps with any questions or suggestions and let's you know where I am at.

-YD,
MarsEco 28 Jun, 2023 @ 8:12pm 
Any chance you gave more thoughts to the proposals i commented to you about a couple months ago?
Yand_Durinul  [author] 25 Jun, 2023 @ 5:12pm 
@MarsEco I have absolutely no idea.
MarsEco 25 Jun, 2023 @ 3:42pm 
How often does the AI remove Geothermals,Reefs,&Floodplains with you mod?
MarsEco 31 May, 2023 @ 1:57am 
What do you get for removing a Geothermal Fissure? And, what tech is needed to unlock this ability? (update description)
Gleb Cornery 26 May, 2023 @ 4:41am 
@Yand_Durinul just move prereq building, i think its located in right tech, but not in right building
Yand_Durinul  [author] 25 May, 2023 @ 11:56pm 
@Shuricas, did you want their Prereq Tech set to "Apprenticeship" too, or just move the prereq building?
Gleb Cornery 25 May, 2023 @ 3:54pm 
Can you please make so Military Engineers unlocked by workshop exept of armory?
jims 20 Apr, 2023 @ 5:14pm 
Thx for checking into it - almost certainly a conflict by the sound of it
Yand_Durinul  [author] 18 Apr, 2023 @ 4:28pm 
@Jims, There is ZERO way i can prevent the breaking of the Alpine promotion, I can't find any other way to set canals to be build-able on hills without re-classifying hills as 'not hills' first. Sorry dude, I can't find a fix for this issue, even other canal mods all have the same issue of changing hill properties.
Yand_Durinul  [author] 17 Apr, 2023 @ 5:47am 
@Jims, I'll test it again myself soon and report back what i find.
jims 17 Apr, 2023 @ 4:54am 
Perhaps - but it is probably some sort of conflict as it only happens when that parameter is in play - if you look down this thread there are several reports of it, so it is not just me. Same with "Canals on Hills" mod as well
Yand_Durinul  [author] 17 Apr, 2023 @ 4:02am 
@Jims, Alpine works fine in all of my games and friends' games, you must have another mod affecting the hill properties.
jims 17 Apr, 2023 @ 2:12am 
Interestingly, if you remove that condition (which of course prevents the Canal build on hills), Alpine will work - with it, it doesn't.
Yand_Durinul  [author] 15 Apr, 2023 @ 1:35pm 
@Jims, this mod validates hills as a vaible terrain for canal building, shouldn't affect the "Alpine" promotion in anyway.
jims 14 Apr, 2023 @ 5:06pm 
Been looking for a mod to allow building canals on hill terrain - tried "Canals on Hills" but straight away ran into issues with it stopping the Recon "Alpine" promotion working (it edits the Hills terrain to allow Canals I gather, rather than editing the Canals behaviour to be on hills) Just read this thread and this was mentioned here as well - is this ongoing? "Alpine" is used by all my recon , while I might build one Canal on a hill in an entire game.
Yand_Durinul  [author] 3 Apr, 2023 @ 5:16pm 
@MarsEco
it shouldn't affect movement speeds now., I removed it the other day and updated the mod on the workshop
MarsEco 3 Apr, 2023 @ 4:55pm 
Also to confirm, this mod no longer change in any way the speed of any movement from any of the road types..?
Yand_Durinul  [author] 3 Apr, 2023 @ 4:45pm 
@robbiegr2, I've briefly looked into this but haven't been able to set it up as a builder only function. as the general tag applied toggles whether the floodplains are removable or not. And specifying what can remove them will be a major ball ache, if it is at all possible.

So for now, the short answer is; I tried, game no likey.
Yand_Durinul  [author] 3 Apr, 2023 @ 4:41pm 
@MarsEco,
I like the Idea of using Oil for modern roads, but feel that modern roads are somewhat obsolete due to railroads, however I will more than likely add this in anyway.

Also, I will be adding changes to the aerodrome to grant some adjacency bonuses to other districts.

The encampment adjacency and Dam cost reduction will have to wait for further deliberation on the matter.

As per usual, the feedback is super appreciated.
MarsEco 3 Apr, 2023 @ 3:31pm 
Any chance of adding any of the other suggestions? Like: #1. Reducing the initial cost of the Dam = your reduced cost Canals, #2. Giving Aerodromes some buffs (very overlooked District) such as International (+1 prod) & Domestic (+1 prod) Trade Route yields & giving standard (+1) adjacency bonuses to Industrial Zones/Harbors, #3. To balance/round it out, giving Encampments standard (+1) adjacency bonuses to Commercial Hubs.

Thematically, because of the commerce aspect of shipping via air or sea and it being an airplane production site. And markets were a huge source of military build up ability (along with snowball plundering) and protection of market places were huge.
MarsEco 3 Apr, 2023 @ 3:07pm 
Suggestion: Modern Roads to use Oil not Iron. BECAUSE, asphalt (which has been used since 600BE) is what is used for Modern Era+ Roads for tired vehicles which is made of petroleum produces AND Oil is unlocked in the same Modern Era. Leave Iron for the Industrial Era and (with Coal) for Railroads unlocked in the same Industrial Era.

Thematically would feel nicer.
ToastyWombat 19 Mar, 2023 @ 12:17am 
Is it possible to get this mod without the changes to roads? The road changes seem super overpowered.
MarsEco 1 Feb, 2023 @ 6:30pm 
Hope you have been well on the mend.
MarsEco 1 Feb, 2023 @ 6:29pm 
As something to add if you plan on doing an update with those other suggestions from before too.
MarsEco 1 Feb, 2023 @ 6:28pm 
The Civlopedia doesnt say anything on the Reef and Floodplains pages about clearing them and how much Food or Production (base) would yield. Also, doesn't say in the tech tree about getting that clearing ability for either under Sailing or Irrigation, like it does for the (base) Marsh, as an example.
robbiegr2 14 Jan, 2023 @ 7:03am 
Edit: Forgot to mention I have a pantheon mod that makes floodplains better
robbiegr2 14 Jan, 2023 @ 7:02am 
I love that you can remove floodplains, but some civs like to settle on floodplains(especially for that production and gold from the pantheon) and now that they can be removed you are unable to settle on them. I dont know how achievable it is but It would be nice to still settle on floodplains.
robbiegr2 13 Jan, 2023 @ 9:27pm 
sweet mod
MarsEco 10 Jan, 2023 @ 7:14am 
Oh no not a drive fail dang, hope it's things get sorts easily for you.
Yand_Durinul  [author] 10 Jan, 2023 @ 4:20am 
@MarsEco I've had a look over your suggestions and i do like a few of them.

1). adding the unique versions of the districts already in the mod. (Should have already been done so that's my bad)

2). reducing the cost of the dam inline with the canal. (I'll consider this one)

3). Aerodromes Providing a couple small bonuses.

The issue I will run into is that I suffered a Drive failure a month and a half ago, so it will take me a while to re set up the mods for editing again.
MarsEco 9 Jan, 2023 @ 7:26pm 
Any thoughts on my suggestions, whether you like and would add any of them? (Sorry i know it was a lot, but I love your mod and it just gave me ideas pouring out.)
Yand_Durinul  [author] 2 Jan, 2023 @ 4:49am 
@paul.helder Could you please provide some more information about exactly what is happening to the recon units. the only thing that would be interfering with their movement speed would be the change to the RoutesXP2 table, but that shouldn't affect the default movement of scouts over hills.

Are you using / have you downloaded any other mods along side the 'YD Better Civil Engineering' or that change movement of units or movement multipliers of the various Routes in-game?
paul.helder 1 Jan, 2023 @ 7:08pm 
Awesome idea. For some reason, this mod causes the "Alpine" promotion for recon units to malfunction, which means your scouts don't move over hills any faster with the promotion. Any idea if this is fixable?
MarsEco 14 Dec, 2022 @ 10:31pm 
Also, last suggestion: For adjacency bonuses, I play with a different mod that give a Major Adj to Sugubas & Commercial Hubs from Oasis', if you feel like that would be good for this mod, add it.
MarsEco 14 Dec, 2022 @ 10:24pm 
(Just found your mod, and exactly what I am looking for, almost.)
Question: Do the Trade Route bonuses apply to Unique Districts, ex: The Bath with Rome?
Question: So Canals are now 50 Production, shouldn't it be 54 (base) Production like the Neighborhoods? Follow up, shouldn't Dams' base production cost be lowered to 54 then too?
Question: Does the Suguba get a Major Adj Bonus from Canals? I don't think it should, but Aqueducts would make sense.
Question: Could you add a Trade Route yield(s) for the newer Preserve District?
MarsEco 14 Dec, 2022 @ 10:24pm 
Suggestion: Preserve District +1Food/+1Production Domestic & +1 Faith International. Suggestion: I think for the Aqueducts (Bath), Dams, & Canals it should be a little more on par with what is already in game, but inverted from specialty districts. Aqueducts (Baths) +1 Faith Domestic & +1 Food International, Dams +1 Culture Domestic & +1 Production International, and Canals +1Food/+1Production Domestic & +2 Gold International.
Suggestion: Add Neighborhoods (Mbanzas) +1 Gold Domestic & +1 Culture International
Suggestion: Add Aerodrone +1 Production Domestic & +1 Production International
Suggestion: Dams & Canals base production lowered to = Neighborhoods/Preserve. 54 Production. (OR) If you want it half way between the original cost (81) and that of the Aqueduct (36), that would be 58.
Suggestion: Sugubas have Major Adj bonus to Aqueducts (in addition to their normal ones.)
Nizou 27 Aug, 2022 @ 4:59pm 
Also got this in Database.log :
[3780794.117] [Gameplay] ERROR: UNIQUE constraint failed: District_TradeRouteYields.DistrictType, District_TradeRouteYields.YieldType
[3780794.117] [Gameplay]: While executing - 'insert into District_TradeRouteYields('DistrictType', 'YieldType', 'YieldChangeAsOrigin', 'YieldChangeAsDomesticDestination', 'YieldChangeAsInternationalDestination') values (?, ?, ?, ?, ?);'
[3780794.117] [Gameplay]: In XMLSerializer while inserting row into table insert into District_TradeRouteYields('DistrictType', 'YieldType', 'YieldChangeAsOrigin', 'YieldChangeAsDomesticDestination', 'YieldChangeAsInternationalDestination') with values (DISTRICT_AQUEDUCT, YIELD_FOOD, 0, 1, 0, ).
[3780794.117] [Gameplay]: In XMLSerializer while updating table District_TradeRouteYields from file YD_Better_Civil_Engineering_Aqueduct_Database.xml.
Nizou 26 Aug, 2022 @ 5:20pm 
To make the mod working properly with 6T project, I added a property LoadOrder to every file listed in the .modinfo (otherwise YD's changes get overwritten) ; btw my change is also useful for Civilization Expanded (which also modfies road values)
Yand_Durinul  [author] 6 Aug, 2022 @ 4:55am 
@Dante.Enoshima Only if JNR's 6T changes any of the items changed in this mod. and depending on which mod has the lowest Load order value will determine which mod assets get used. I've listed all things changed in the mod in the description, you'll just have to check JNR's 6T for what that mod does and just be diligent. I hope the mods all work well for you, if they don't, feel free to drop another message here.