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If there is ONE thing that I can't stand in Civ 6 was how coastal cities were changed to include canal graphics.
If this only happened to true canal cities (cities that connect two bodies of water), I wouldn't mind so much. But the whole thing is terribly broken, where normal coastal cities...
Gifu Canal by Hans Vuxtejs posted Apr 30, 2020 at 1:48 PM
Question: why can't a canal be placed on the lower left hex of the city's territory (the left hand side tile with a 3m mark, opposite a glacier tile, with one food)? The terrain is Tundra, without a hill. Might be something obvious that...
With the release of the June 2019 patch, the rules of adjacency for the Industrial Zone (IZ) were dramatically modified:
Mines and Lumbermills, and Districts provide a minor bonus (+0.5)
Quarries and Strategic Resources provide a standard bonus (+1)
Aqueducts, Canals, and Dams provide a major...
Is there any way to remove the canal graphic in the city center when a city is placed on the coast. This is a feature that was introduced in Gathering Storm, and I think it looks hideous on coastal cities.
https://i.imgur.com/UXRDdS5.jpg
Hey there!
I built a ship-building area in a lake 4 tiles away from the ocean and for some reason i can't build canals in between the lake and the ocean (even though the city center and pinned areas are all flat). Could someone please figure out why?
I did this to have an alternative to my Panama Canal: Based on this graphic, but changed to one flat canal without sluice, but with a railroad bridge crossing it.
I asked this earlier, and there wasn't a proper way, but i got another idia; would it be possible to create an "airlift" like feature for navalunits, so you if a naval unit is adjesent to a canaldistrict (on land) it could be "airlifted" to another ocean/coast tile adjesent to the same...
This SDK Mod Component adds a new <bCanal> tag to the TerrainInfos file, allowing you to create land terrains that allow ships to pass through (but not stop).
Download
You must set <bCanal> to 1 and leave <bWater> at 0. This will allow land units to step on the space and water units to pass...
This SDK Mod Component adds a new <bCanal> tag to the TerrainInfos file, allowing you to create land terrains that allow ships to pass through (but not stop).
You must set <bCanal> to 1 and leave <bWater> at 0. This will allow land units to step on the space and water units to pass through...
I would love to make a canal mod that lets you build a tile improvement or a district that changes a land tile to a water tile or both so that ships can sail across, but i have no idea how i should do this...
If it's a district it should function as sort of an aquaduct (no pop restrictions)
If...
Let me just say that I am not a modder nor do I know how to mod so please forgive me if I saying anything stupid. I also apologize for spelling/grammer mistakes. I was up all night typing a rough draft.
So as of right now, canals do not appear to be in the game. I can't quite trust my memory...
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