Sid Meier's Civilization V

Sid Meier's Civilization V

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Tunnels
   
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2024 年 7 月 16 日 下午 12:28
7 月 12 日 下午 3:10
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Tunnels

在 zai4z 的 1 个合集中
zai4z's essential mods
26 件物品
描述
This mod allows for late game movement and city connections through mountains

Upon unlocking dynamite, workers will gain the ability to enter mountains and construct tunnels

Tunnel
Allows land units to traverse a mountain tile as if it's a hill, without taking attrition damage
Takes 4.5x longer to build than a railroad (17 turns on normal speed)
May be built outside your territory
Costs 1 gold per turn
+25% defence
Will also have a road when built

You can replace the road with railroad when it's researched. Tunnels, and roads on tunnels, can't be pillaged

If you want to remove a tunnel, remove the road/railroad, and the tunnel will also be removed

You may notice the game reloading immediately after loading into a saved game... this is intentional and necessary to update terrain graphics

The AI won't build tunnels themselves, but they will use any existing tunnel, just as a human player would

Known Issues

Workers can build the tunnel anywhere, however, if you attempt this, no tunnel will appear on the tile. Tunnels will only be completed on valid tiles (non-tunnel mountain tiles). Not flatland, hills or natural wonders

I have also removed the ability to complete road/railroad on mountains without a tunnel

These are fixed if you're using my other mod: Various Mod Components, but it is not required

Compatibility
Does NOT require a DLL, and therefore can be used on multiplayer or with DLL mods

36 条留言
zai4z  [作者] 10 月 12 日 上午 8:57 
@buhler86 Yeah it's likely workable mountains, but if you enable logging, and check Database.log and Lua.log for errors, it will show clues
buhler86 10 月 11 日 下午 9:49 
@zai4z mod list is
world trade center wonder
beyond the future
cistern and marina - new buildings
R.E.D. modpack
R.E.D. - smaller landmarks
barbarians - unlimited exp
city limits
contextual unit names
enhanced improvements
enhanced military buildings
Gibraltar, reef, and Krakatoa fixes
improved lighthouse
improved watermill
improved windmill
InfoAddict
lake victoria fix
canals
tunels
various mod components
less warmonger hate
lumber mills on jungles
missile cruiser -- indirect...
more cities
perfect world3 - updated
real polders
reforestation
resources - copper buff
speedy starting settler
steam power ships
terrain - polder extension
terrain - terrace farm extension
units - scout to explorer
workable mountains
zai4z  [作者] 10 月 8 日 上午 12:07 
@buhler86 Sure
buhler86 10 月 6 日 下午 8:48 
@zai4z I can provide a list of mods if you want to look into
Amanoob105 10 月 5 日 下午 6:09 
It occurs to me (over a month later.... I'll ignore it if you will) that I probably should mention that I do like this mod.
It's not anything ground braking and on most maps by the time you get it you've often worked around the problem, somewhat literally :steammocking:.
But when it is useful you're glad you had it. It's a bit like the D&D Mending cantrip, it doesn't sound like much but when you do need it you're very glad you have it and afterwards don't really want to be without it.

I've yet to try it on the Riverworld map, but I find myself looking forward to it.
zai4z  [作者] 10 月 5 日 下午 4:06 
@buhler86 My tunnels and VMP definitely work fine together, so yeah its another mod that doing it
buhler86 10 月 5 日 下午 12:55 
Doesn't seem to work with the other mod's I'm running. Also the Kilimanjaro ability doesn't work either from the "various mod components". Dunno which mod it is clashing with, my guess it's workable mountains mod by Keukotis. I also adopted the "home of the Gods" pantheon so maybe to many mountain related actions.
Amanoob105 9 月 17 日 下午 7:32 
Oh? I somewhat understand that. Either way it sounds better than what I tried to guess was the reason :steamhappy:.

Seeing as more likely to see this I do have a quick(ish) question. Would it be possible to apply the Tunnels promotion that Workers get to Fishing boats?
Now, hear me out, hear me out! A curious side effect of having that promotion seems to be that Workers can now (while embarked) pass though ice, the mountains of the ocean. Which it seems the game takes literally.
I'm not asking if Fishing Boats could go up mountains :steamfacepalm:. But it would be nice to access fishing spots that for most of the game were always just out of reach and let those boats go where larger ships fear to sail.
zai4z  [作者] 9 月 17 日 下午 6:30 
@Amanoob105 when loading into a game with existing tunnels on the map, the mod needs to reload to update graphics, and therefore it create a temporary save file to load from :steamthumbsup:
Amanoob105 9 月 17 日 下午 5:59 
An extra save file turned up called "Tunnels Autosave", which while I can't say for certain may be 'dated' to the turn I started building my first tunnel.
This isn't really a complaint and more of a "huh?". Is this a thing the mod now automatically does in case building tunnels crashes my game?

On an unrelated note, I'm also using the =Aquatic Resources= mod mentioned below and so far they seem to have been playing nicely together across more than one game. Also no idea why.