charlesb96
King
Check out the Strategic Rivers mod.
This mod tries to give the strategic importance of rivers in the game Civilization validity.
New features:
Ships now can sail on rivers. Uses your fleets to explore new terrain, to quickly move troops and units, and to block the trading of your opponents!
Rivercrossing for units is now limited. Find and conquer the few river fords where your armies can cross rivers. Teach them to swim or build bridges to conquer those proud waters!
Build mighty river forts to protect your cities from foreign fleets!
Utilizes the diversity of life in the rivers. Fish, crawfish, alligators and the famous sturgeon caviar are important resources, that will make your cities richer and your trade prosperous!
Download here: http://www.atomicgamer.com/file.php?id=98722
Details:
Two new resources: alligator and caviar.
Two new strategic resources: beach (required for the construction of swimming areas) and river ford (allows the crossing of rivers).
A new promotion: river crossing. Allows units to cross rivers. Requires the technology "fishing".
A new building: swimming area - Gives all new units the promotion river crossing. Requires either a beach in the city vincinity or an aqueduct. Requires the technology "fishing".
A new wonder: National project swimmingclasses. Adds a swimming area to all cities.. Requires the technology "military tradition".
A new unit: river workers. Can work riverfields. Requires the technology "Mathematics".
Two bridges - wooden bridge and railway bridge. They allow uits to cross rivers and give the same bonus to unitmovement as roads or railways. Note: Can only be built at a distance of 3 fields to each other!
New improvement: river fortress. Gives a defensive bonus and can only be built on the river areas. Note: Can only be built at a distance of 4 spaces to each other.
This mod tries to give the strategic importance of rivers in the game Civilization validity.
New features:
Ships now can sail on rivers. Uses your fleets to explore new terrain, to quickly move troops and units, and to block the trading of your opponents!
Rivercrossing for units is now limited. Find and conquer the few river fords where your armies can cross rivers. Teach them to swim or build bridges to conquer those proud waters!
Build mighty river forts to protect your cities from foreign fleets!
Utilizes the diversity of life in the rivers. Fish, crawfish, alligators and the famous sturgeon caviar are important resources, that will make your cities richer and your trade prosperous!
Download here: http://www.atomicgamer.com/file.php?id=98722
Details:
Two new resources: alligator and caviar.
Two new strategic resources: beach (required for the construction of swimming areas) and river ford (allows the crossing of rivers).
A new promotion: river crossing. Allows units to cross rivers. Requires the technology "fishing".
A new building: swimming area - Gives all new units the promotion river crossing. Requires either a beach in the city vincinity or an aqueduct. Requires the technology "fishing".
A new wonder: National project swimmingclasses. Adds a swimming area to all cities.. Requires the technology "military tradition".
A new unit: river workers. Can work riverfields. Requires the technology "Mathematics".
Two bridges - wooden bridge and railway bridge. They allow uits to cross rivers and give the same bonus to unitmovement as roads or railways. Note: Can only be built at a distance of 3 fields to each other!
New improvement: river fortress. Gives a defensive bonus and can only be built on the river areas. Note: Can only be built at a distance of 4 spaces to each other.