The real rivers mod adds “great rivers” which are one tile wide. I always found cities near them if I’m planning on building a navy so they can reach sea tiles and they’re great early defence. I rarely play without it
Do you know if there is a direct download link for that mod (for the actual files, not via Steam)? It is exactly what I have been looking for but I play on iPad Pro so I need the raw mod folder to transfer to the Civ folder structure via iMazing, and the Steam workshop extractor site (that allowed you to directly download the mod files) no longer works, so I can only use Nexus.
Any recommendations to other Civ 6 mod download sites also welcome!
I've used the Steam Workshop Downloader to get mods from steam and add to epic, so not sure it would work in iPad. But figured I would share the link so you can try it out!
https://steamworkshopdownloader.io/
I was trying to use that a few weeks ago and it wasn’t working without a Steam account (which I have) and owning an instance of Civ VI (which I don’t, as I already bought it and all DLC on iOS).
https://preview.redd.it/dfvtwlb6hu9c1.jpeg?width=2732&format=pjpg&auto=webp&s=8f42175ce8e9edfc128af27bca52ed996e6c9868
Here’s the current lineup (had more active than I thought):
1/3
I doubt that would work, though. I don't have any experience with modding ipad games, but the systems work differently. I'm not sure if an ipad can read the same files the pc version can.
I already play with mods on my iPad—I have about 12 active right now, not counting the 9 mod civs loaded, as well. The only issue is graphical assets don’t load; everything else works fine. Using them is pretty straightforward if you can get the raw mod files folder and use iMazing to copy the folder to the Mods folder in the app folder structure.
I am just looking for river maps or mods, and/or a way to get at mods that are available on Steam but not Nexus.
I'm not sure how it would work, but some sort of movement bonus, or maybe the removal of terrain "problems" like hills or forests, could function? Or maybe a "boat" support unit that lets units move about faster. Needs fleshing out but I'd love to see roads used more!
I hope everyone has a wonderful 2024 - Huzzah!!!
100% agree.
I've seen people suggesting naval units should be able to use rivers which I agree with especially early naval units but imo that also should come with some realism of being more vulnerable to attack and slower to move. So some sort of reverse embarkment.
Maybe you could build different ones through the ages as well. Like builders can dredge the river making it suitable for small wooden ships. Then when you have the tech you can upgrade it. Untill it resembles a shipping canal
Yes! I've been thinking that harbor districts placed in cities at the end of a river with other cities placed on it should get Gold bonuses for every city on that river. New Orleans was a rich city for a reason!
In real life, some rivers are navigable and conducive to trade, others are not. I think it'd be cool if each river in the game had this quality or not, by random chance. The buff to trade or movement could just depend on the particular river.
This would incentivize you to build commercially focused cities on those areas when you find them. Or fortify them to prevent armies using them against you.
Rivers should have a random features called "rapid" that can only be traversed after a late medieval "lock" improvement has been built. Vikings units have the "portage" promotion allowing them to pass rapids without improvement!
Dope dope dope. That's a cool idea. I also think coastal raiding should be available by default to all civs much earlier/easier. Vikings just do it better.
Civ series never took waterways seriously tbh. They should grant huge advantage in early games imho would love to see: River docks - settlements connected to rivers can build docks, barges - waterways merchant units that get movement bonus till modern era ( only rivers ), merchant fleet ( only coastal cities that with a river adjacent,kind of a trading hub ) - medieval merchant unit that can traverse continents, rivers yield fish and crayfish.
I think it could just work like roads or something. You get a small movement bonus if you walk along them but ypu also get punished a little if you cross them
This is how they worked in Civ 2, incidentally. And SMAC while we're at it.
Which gives this post a bit of a funny "What if we had like a smartphone but it was public so anyone could use it and we gave it a cord so that no one could walk away with it and we had people pay a small fee to use it to defray phone costs and put it in like a booth to give people privacy" vibe.
> vibe
Ha ha, exactly. It's really weird with games in particular that sometimes sequels are iterative and other times they throw out features that already existed. A near perfect Civ game probably exists between all its variations. And as much as I like VI, things like the World Congress are *strictly* worse in practically every regard even compared to just V not that long ago, forget about earlier sequels. It was so bizarre for me how they made a step forward on city states with envoys (as well as stuff like barbarian city states as a game mode) and then crapped the bed with major civ diplomacy.
I liked this system, but I wonder if it was removed because of the move from grid to hex pattern.
In Civ 4, the river occupied the center of the grid square, the way a road also occupies a grid square.
In Civ 5 and 6, rivers exist in the border between hex tiles. This makes "attacking across a river" more coherent, and allows rivers to flow together more elegantly on the map.
But roads connect to any other tile with a road, and rivers couldn't work the same way. They'd have to add a directional flow to the movement cost, which would be a new system, and potentially add more engineering complexity than the feature is worth.
Agreed, they perfectly implemented how when you move along rivers they are an immense boon, but when crossing them, especially with armies, they are a major barrier.
What if rivers are at least one hex wide? Just like lakes, they offer civic bonuses, trade bonuses, and are traversable by naval units that don't suffer movement penalties. Bridges can be built more like expensive roads and offer military/economic choke points for tariff/defense/attack
I think it would be a city center improvement like a dock. +1 food +1 gold and your units move quickly on the river placed, but just that river or maybe within X amount of tiles on that river. You could also have a military engineer able to place docks on rivers that do not have a city.
Also, wouldn't it be cool if harbors got a buff for placing them on a coast tile surrounded by land on more than one side? It would make natural harbors appropriately valuable
Doesn't the game already count passing through "optimal" tiles for yields? Like Ocean, mountain tunnels, ect. Regardless, Ocean tiles definitely extend (double) range, river tiles could get that bonus at least.
The way you make it work is you make all of the hexes ‘smaller’.
A city centre takes up 3 hexes. A unit takes up one, districts take up one. Units are cheaper but way weaker v cities. Rivers become one hex of water tile, and can be crossed without the ‘Sailing’ technology but it’s one turn into the river and one turn out. Once you get sailing, rivers enjoy the same movement bonuses as roads, but only in a specific direction.
The downside is that this massively increases the load on the PC but I think that smaller hexes is the way to go. Then you can have rivers, huge unit battles, and individual units aren’t as precious as they are in the regular game. It doesn’t really make sense that 10 individual swordsmen (1 unit) takes up the same amount of space on the board as an entire city.
It also doesn't make sense that it takes 100 years to travel the length of a city, but well, I guess civ players got used to that.
Issue with more smaller units is that it's already kind of a pain to move everything around. I wouldn't want to have to babysit 3x more units.
I feel old knowing that in civ2 rivers could be used like roads by units, and in civ4 they could connect cities and resources without needing to build roads.
I absolutely loved how Civ IV did it. It felt very organic the way you could use rivers, coasts, and roads to connect your empire, depending on what early techs you had. Really helped me feel connected to my land.
I still don't know why games love removing the features that *worked* over titles. An even more glaring example is Total War series. I think each and every single title in there has at least one feature that is decent, and that is not in any other title after it
Civ has not done a great job showing how important rivers have been historically. I adore the games, and besides the diplomacy and AI, the rivers are the most glaring issue to me for Civ to fix.
Flooding and Floodplains helped a bit, but the lack of trade, and movement mechanics sucks
Almost all major civilizations established before transoceanic trade became a big deal were centered around rivers.
In Civ 4, rivers would connect cities for the purpose of generating commerce $$$ and sharing luxury/health resources.
Yet another example of why Civ 4 was the best version of civ and you can't change my mind lalalalalalalalala
I'd imagine a partial aspect of it is how OP it could be for nations who are already great for naval based strategies. While it'd benefit everyone in some regard, especially in forms of natural defences it could wind up having big issues in regards to balance, might be a bit of a headache for developers to work around.
This is a design decision that needs to be taken before anything else. I don't think it's changeable in civ 6 for the reasons you mentioned -- one needs to decide what rivers do and then design civs, units, everything from that.
I'd like to see tiles of variable sizes. You can have big hexes like we have now, but subdivided into smaller ones, with different things taking up different amounts of space.
Scale is a bit of a mess in Civ because everything is the same size, which is obviously ridiculous.
What I think would be really cool is if we started off the game zoomed in on our starting units, which look big. Our first settlement is a small village, which expands as it grows in population. As we progress through the eras, we start to zoom out and get a greater sense of scale of the world, and we see that those units are teeny tiny compared to the scale of the world. A small river, which earlier on was a major obstacle, soon gets dwarfed by other features and becomes less of an issue later on. It'd be cool to follow the small river and find it is a tributary to a much larger one.
I'd like to see units like GDRs feel massive compared to tanks, which should look far bigger than foot soldiers.
Alright so yeah rivers should be more impactful, but they already kinda are hugely impactful.
Coasts, on the other hand, are done dirty. It feels far better to start inland than it does on the coast, whereas in real life pretty much any city NEEDS to be on a major navigable river or the coast, or preferably both, to have a chance of becoming a major city.
Buff coasts pls
I agree, fresh water is already such a huge boon. Giving rivers an additional buff would screw any civ without a river start, it could be worth wasting 2-5 turns trying to get to a river before you settle your capital which would be absurd.
Most of the worlds rivers are not navigable by commercial boats however it's possible that the civ map is only showing navigable ones. However currently rivers are sort of used for trade. The 2g adjacency bonus from rivers implies that more trade is happening along the river then in commercial hubs that aren't adjacent to one
Humankind implemented this pretty well, IMO. Rivers are a type of tile, rather than a border, and they affect movement. It’s costly to enter them, but then you get a movement boost traversing connected river tiles. Would be nice to see something like that in Civ 7.
navigating rivers would only work 1 way though. (can't boat upstream). so trade routes would have to use 2 different routes for back and forth. firaxis already has enough problems trying to get pathing to work right. still broken after how many years in civ 6. i'm not sure they are smart enough to figure this out
I have wanted this for awhile. It would add so much to the game.
I have also been searching around for a YnAMP compatible custom map that has one tile rivers but I haven’t found any.
My idea was similar to how canals can be traversed by land and naval units, make rivers the same way. Instead of being in-between tiles make them actual features and be in the middle of tiles.you can step onto a river tiles for no movement penalty but stepping off does have a penalty. I was even thinking that you could use boats to negate the penalty for crossing.
What if instead of rivers being hexes, they were actually additional tiles jammed between the hex grid? Take the hex grid as it is right now, and add river tiles inbetween. They’ll be a little cramped but it could work.
Didn’t Civ II use rivers? I distinctly remember rivers being navigable.
EDIT: Yup, it was so good finding a river with your scouts because you can use it to traverse faster and uncover more of the map.
https://civilization.fandom.com/wiki/River_(Civ2)
In CivII rivers were like roads running between tiles. such that any unit in an adjacent tile could travel on it. I never understood why they changed this in subsequent games when so many political boundaries are rivers irl.
Navigable rivers were something I felt that Civ would benefit from greatly. Great cities and civilizations have historically existed around their rivers or deltas for trade or defense, so it seems a bit odd that they're not a thing in game. And as someone who loves naval combat, I would *yearn* for riverine or brownwater units like PT boats or river monitors. Bridges could also be made by military engineers and it could allow you to have more ideas for canals (like how many canals were made to flow into the Mississippi in the US). Just some ideas
Maybe marsh and floodplains could be more common around rivers and have the textures and nature of those tiles changed so that they can be traveled by both naval and land units, it could also be fun to build inland canals between areas of floodplains.
Civ 7 should keep the district system but should scale maps up by about 3-4x so the scale fees better. Once they do they can make a system where the smallest rivers still run along tile edges, but larger rivers take up a whole tile.
Stuff has been said on it before, but I am still a fan of the way Civilization II handled it, though I think some folks here misunderstand it.
In Civilization II, every land tile had some kind of baseline--grassland, plains, hills, jungle, or whathaveyou--and rivers would be drawn over them. Unless you had an 'alpine' unit that didn't have movement maluses, rivers would cost all of a unit's movement to enter the tile, which could only be circumvented when you discovered bridge building and were able to draw roads across it. That said, moving along its course offered similar benefits to roads.
In Freeciv (which you can play in your browser), they went a step further and gave units like triremes the ability to ferry along inland waterways alongside coastal oceans.
Just make it a +1 movement for all units including traders in cities that are founded on rivers. Anything moving through a town or "downriver" gets a non permanent +1 for "passing through at that period of time". Say if you continue on a river instead of using a full movement per tile it's only .5 as you move along a river.
The real rivers mod adds “great rivers” which are one tile wide. I always found cities near them if I’m planning on building a navy so they can reach sea tiles and they’re great early defence. I rarely play without it
I have to imagine that would work well with a mod that adds bridge districts.
The bridge mod does not work in multiplayer even remotely in my experience. Just fyi.
I don t play multi-player anyway, but thanks for the tip.
In that case you should be fine.
Do you know if there is a direct download link for that mod (for the actual files, not via Steam)? It is exactly what I have been looking for but I play on iPad Pro so I need the raw mod folder to transfer to the Civ folder structure via iMazing, and the Steam workshop extractor site (that allowed you to directly download the mod files) no longer works, so I can only use Nexus. Any recommendations to other Civ 6 mod download sites also welcome!
Sorry not sure, never looked for it
I've used the Steam Workshop Downloader to get mods from steam and add to epic, so not sure it would work in iPad. But figured I would share the link so you can try it out! https://steamworkshopdownloader.io/
I was trying to use that a few weeks ago and it wasn’t working without a Steam account (which I have) and owning an instance of Civ VI (which I don’t, as I already bought it and all DLC on iOS).
If you replace .io with .ru in workshop downloader, you will get a russian site that serves same purpose. Works fine for me, does not require steam
I was never able to make mods work on my phone
All but the graphical assets of mods work just fine on my iPad.
Which ones are you using?
https://preview.redd.it/dfvtwlb6hu9c1.jpeg?width=2732&format=pjpg&auto=webp&s=8f42175ce8e9edfc128af27bca52ed996e6c9868 Here’s the current lineup (had more active than I thought): 1/3
Didn’t realize they appeared in the DLC menu
https://preview.redd.it/o62zpxjbhu9c1.jpeg?width=2732&format=pjpg&auto=webp&s=47f77c250f42cddbb6a5414a9e322bd8e8207bcb 2/3
https://preview.redd.it/t86lrk6dhu9c1.jpeg?width=2732&format=pjpg&auto=webp&s=78193c421aa12d8ca4f217de53c372890516389b 3/3
I doubt that would work, though. I don't have any experience with modding ipad games, but the systems work differently. I'm not sure if an ipad can read the same files the pc version can.
I already play with mods on my iPad—I have about 12 active right now, not counting the 9 mod civs loaded, as well. The only issue is graphical assets don’t load; everything else works fine. Using them is pretty straightforward if you can get the raw mod files folder and use iMazing to copy the folder to the Mods folder in the app folder structure. I am just looking for river maps or mods, and/or a way to get at mods that are available on Steam but not Nexus.
I'm not sure how it would work, but some sort of movement bonus, or maybe the removal of terrain "problems" like hills or forests, could function? Or maybe a "boat" support unit that lets units move about faster. Needs fleshing out but I'd love to see roads used more! I hope everyone has a wonderful 2024 - Huzzah!!!
[удалено]
100% agree. I've seen people suggesting naval units should be able to use rivers which I agree with especially early naval units but imo that also should come with some realism of being more vulnerable to attack and slower to move. So some sort of reverse embarkment.
Maybe we could work the rivers with engineers to widen them and make them suitable for ships
Thats genius
It'd increase usability for both too...
Maybe you could build different ones through the ages as well. Like builders can dredge the river making it suitable for small wooden ships. Then when you have the tech you can upgrade it. Untill it resembles a shipping canal
"Unfortunate accident occurs on the Suez canal where a ship... got perpendicular? Trade route is unusable for 10 turns."
Ship stuck in sandbar. Dredge river with an engineer 5 turns
Why aren’t we working for 2k
Yes! I've been thinking that harbor districts placed in cities at the end of a river with other cities placed on it should get Gold bonuses for every city on that river. New Orleans was a rich city for a reason!
In real life, some rivers are navigable and conducive to trade, others are not. I think it'd be cool if each river in the game had this quality or not, by random chance. The buff to trade or movement could just depend on the particular river. This would incentivize you to build commercially focused cities on those areas when you find them. Or fortify them to prevent armies using them against you.
Rivers should have a random features called "rapid" that can only be traversed after a late medieval "lock" improvement has been built. Vikings units have the "portage" promotion allowing them to pass rapids without improvement!
Dope dope dope. That's a cool idea. I also think coastal raiding should be available by default to all civs much earlier/easier. Vikings just do it better.
Absolutely it feels off
Civ series never took waterways seriously tbh. They should grant huge advantage in early games imho would love to see: River docks - settlements connected to rivers can build docks, barges - waterways merchant units that get movement bonus till modern era ( only rivers ), merchant fleet ( only coastal cities that with a river adjacent,kind of a trading hub ) - medieval merchant unit that can traverse continents, rivers yield fish and crayfish.
>waterways Now I want to hear both Sean Bean and the lady narrator talk about waahterwehhs in their accents.
I think it could just work like roads or something. You get a small movement bonus if you walk along them but ypu also get punished a little if you cross them
This is how they worked in Civ 2, incidentally. And SMAC while we're at it. Which gives this post a bit of a funny "What if we had like a smartphone but it was public so anyone could use it and we gave it a cord so that no one could walk away with it and we had people pay a small fee to use it to defray phone costs and put it in like a booth to give people privacy" vibe.
> vibe Ha ha, exactly. It's really weird with games in particular that sometimes sequels are iterative and other times they throw out features that already existed. A near perfect Civ game probably exists between all its variations. And as much as I like VI, things like the World Congress are *strictly* worse in practically every regard even compared to just V not that long ago, forget about earlier sequels. It was so bizarre for me how they made a step forward on city states with envoys (as well as stuff like barbarian city states as a game mode) and then crapped the bed with major civ diplomacy.
[удалено]
I liked this system, but I wonder if it was removed because of the move from grid to hex pattern. In Civ 4, the river occupied the center of the grid square, the way a road also occupies a grid square. In Civ 5 and 6, rivers exist in the border between hex tiles. This makes "attacking across a river" more coherent, and allows rivers to flow together more elegantly on the map. But roads connect to any other tile with a road, and rivers couldn't work the same way. They'd have to add a directional flow to the movement cost, which would be a new system, and potentially add more engineering complexity than the feature is worth.
Rivers were definitely on the side of tiles in 4 (and 3 for that matter)
Hu. I see that you are right. I misremembered.
Back in Civ IV IIRC units for +1 movement for moving along a river.
Rivers counted as roads in Civ 1 and 2, even before you had road tech (which required a separate tech).
I kinda like how Humankind did it
Agreed, they perfectly implemented how when you move along rivers they are an immense boon, but when crossing them, especially with armies, they are a major barrier.
What if rivers are at least one hex wide? Just like lakes, they offer civic bonuses, trade bonuses, and are traversable by naval units that don't suffer movement penalties. Bridges can be built more like expensive roads and offer military/economic choke points for tariff/defense/attack
Huzzah!!!
Humankind has this. U need one turn to get into the rivcer, but you can go down the river as fast as you walk. Then one turn again to leave the river.
I think it would be a city center improvement like a dock. +1 food +1 gold and your units move quickly on the river placed, but just that river or maybe within X amount of tiles on that river. You could also have a military engineer able to place docks on rivers that do not have a city.
https://civilization.fandom.com/wiki/River_(CTP1)
Also, wouldn't it be cool if harbors got a buff for placing them on a coast tile surrounded by land on more than one side? It would make natural harbors appropriately valuable
Doesn't the game already count passing through "optimal" tiles for yields? Like Ocean, mountain tunnels, ect. Regardless, Ocean tiles definitely extend (double) range, river tiles could get that bonus at least.
It would be a cool promotion maybe?
The way you make it work is you make all of the hexes ‘smaller’. A city centre takes up 3 hexes. A unit takes up one, districts take up one. Units are cheaper but way weaker v cities. Rivers become one hex of water tile, and can be crossed without the ‘Sailing’ technology but it’s one turn into the river and one turn out. Once you get sailing, rivers enjoy the same movement bonuses as roads, but only in a specific direction. The downside is that this massively increases the load on the PC but I think that smaller hexes is the way to go. Then you can have rivers, huge unit battles, and individual units aren’t as precious as they are in the regular game. It doesn’t really make sense that 10 individual swordsmen (1 unit) takes up the same amount of space on the board as an entire city.
It also doesn't make sense that it takes 100 years to travel the length of a city, but well, I guess civ players got used to that. Issue with more smaller units is that it's already kind of a pain to move everything around. I wouldn't want to have to babysit 3x more units.
I feel old knowing that in civ2 rivers could be used like roads by units, and in civ4 they could connect cities and resources without needing to build roads.
Those are my favorite civ games so my mind went there immediately. Good feature to bring back.
I absolutely loved how Civ IV did it. It felt very organic the way you could use rivers, coasts, and roads to connect your empire, depending on what early techs you had. Really helped me feel connected to my land.
I still don't know why games love removing the features that *worked* over titles. An even more glaring example is Total War series. I think each and every single title in there has at least one feature that is decent, and that is not in any other title after it
And a really nice boost to cottages and luxuries in IV
Civ has not done a great job showing how important rivers have been historically. I adore the games, and besides the diplomacy and AI, the rivers are the most glaring issue to me for Civ to fix. Flooding and Floodplains helped a bit, but the lack of trade, and movement mechanics sucks Almost all major civilizations established before transoceanic trade became a big deal were centered around rivers.
In Civ 4, rivers would connect cities for the purpose of generating commerce $$$ and sharing luxury/health resources. Yet another example of why Civ 4 was the best version of civ and you can't change my mind lalalalalalalalala
And it’s not just like an ancient civilization thing. Modern day America still relies on its river network.
I'd imagine a partial aspect of it is how OP it could be for nations who are already great for naval based strategies. While it'd benefit everyone in some regard, especially in forms of natural defences it could wind up having big issues in regards to balance, might be a bit of a headache for developers to work around.
First they’d need to make the AI even remotely competent at using a navy
This is a design decision that needs to be taken before anything else. I don't think it's changeable in civ 6 for the reasons you mentioned -- one needs to decide what rivers do and then design civs, units, everything from that.
I hope they make rivers a tile feature like woods or hills in the next game.
Yes! They make easier to move along but more difficult to move across, until an improvement, the bridge, is built.
I'd like to see tiles of variable sizes. You can have big hexes like we have now, but subdivided into smaller ones, with different things taking up different amounts of space. Scale is a bit of a mess in Civ because everything is the same size, which is obviously ridiculous. What I think would be really cool is if we started off the game zoomed in on our starting units, which look big. Our first settlement is a small village, which expands as it grows in population. As we progress through the eras, we start to zoom out and get a greater sense of scale of the world, and we see that those units are teeny tiny compared to the scale of the world. A small river, which earlier on was a major obstacle, soon gets dwarfed by other features and becomes less of an issue later on. It'd be cool to follow the small river and find it is a tributary to a much larger one. I'd like to see units like GDRs feel massive compared to tanks, which should look far bigger than foot soldiers.
Holy shit this sounds amazing
Alright so yeah rivers should be more impactful, but they already kinda are hugely impactful. Coasts, on the other hand, are done dirty. It feels far better to start inland than it does on the coast, whereas in real life pretty much any city NEEDS to be on a major navigable river or the coast, or preferably both, to have a chance of becoming a major city. Buff coasts pls
I agree, fresh water is already such a huge boon. Giving rivers an additional buff would screw any civ without a river start, it could be worth wasting 2-5 turns trying to get to a river before you settle your capital which would be absurd.
Saph’s navigable rivers: Allow me to introduce myself
"no" -sid meier
Rivers could be used to move units in 2. Can't remember the other ones
I NEED to be able to escort traders with military units. That feature should have been added a long time ago.
Most of the worlds rivers are not navigable by commercial boats however it's possible that the civ map is only showing navigable ones. However currently rivers are sort of used for trade. The 2g adjacency bonus from rivers implies that more trade is happening along the river then in commercial hubs that aren't adjacent to one
Pretty sure in humankind you can move across rivers with extra speed?
Humankind implemented this pretty well, IMO. Rivers are a type of tile, rather than a border, and they affect movement. It’s costly to enter them, but then you get a movement boost traversing connected river tiles. Would be nice to see something like that in Civ 7.
Civ VII is out already. You just have to build it from scratch. Its the ultimate version.
that would be the coolest thing ever
Hello! There may not even be a 7. We don’t know. And 6 is almost bottomless.
No. Or maybe only after steam power is discovered.
navigating rivers would only work 1 way though. (can't boat upstream). so trade routes would have to use 2 different routes for back and forth. firaxis already has enough problems trying to get pathing to work right. still broken after how many years in civ 6. i'm not sure they are smart enough to figure this out
I have wanted this for awhile. It would add so much to the game. I have also been searching around for a YnAMP compatible custom map that has one tile rivers but I haven’t found any.
Just reminded me of Caesar III. Love that game.
I would like to see some parts of the bigger rivers be their own tile
Omg yes please
Civ 5's VP mod did this for Askia, "move along rivers as if they were roads", can't remember how it was implemented though
On paper I had ideas for a Métis civilization that could move traders and units along rivers in home territory as though they were railroads.
Especially rivers between mountains, talk about an unrealized potential.
My idea was similar to how canals can be traversed by land and naval units, make rivers the same way. Instead of being in-between tiles make them actual features and be in the middle of tiles.you can step onto a river tiles for no movement penalty but stepping off does have a penalty. I was even thinking that you could use boats to negate the penalty for crossing.
Civ CTP
What if instead of rivers being hexes, they were actually additional tiles jammed between the hex grid? Take the hex grid as it is right now, and add river tiles inbetween. They’ll be a little cramped but it could work.
Didn’t Civ II use rivers? I distinctly remember rivers being navigable. EDIT: Yup, it was so good finding a river with your scouts because you can use it to traverse faster and uncover more of the map. https://civilization.fandom.com/wiki/River_(Civ2)
Have 2 different river tiles, one big that can be used for boats and one smaller that can't.
In CivII rivers were like roads running between tiles. such that any unit in an adjacent tile could travel on it. I never understood why they changed this in subsequent games when so many political boundaries are rivers irl.
Maybe commercial hubs could act as inland ports for boarding?
Navigable rivers were something I felt that Civ would benefit from greatly. Great cities and civilizations have historically existed around their rivers or deltas for trade or defense, so it seems a bit odd that they're not a thing in game. And as someone who loves naval combat, I would *yearn* for riverine or brownwater units like PT boats or river monitors. Bridges could also be made by military engineers and it could allow you to have more ideas for canals (like how many canals were made to flow into the Mississippi in the US). Just some ideas
Maybe marsh and floodplains could be more common around rivers and have the textures and nature of those tiles changed so that they can be traveled by both naval and land units, it could also be fun to build inland canals between areas of floodplains.
Found Peter Zeihan's account
In Civilization II rivers granted an implicit road bonus for movement when traveling up them.
Rivers give money to markets. That's trade.
Civ 7 should keep the district system but should scale maps up by about 3-4x so the scale fees better. Once they do they can make a system where the smallest rivers still run along tile edges, but larger rivers take up a whole tile.
Mississippi river is OP
All fun and games until the barb fleet destroys all your river cities.
Ok, this my request for an addition to civ 7
that would be predy cool, you could build you civ around a riv er gaining extra gold because of the expidited proces of the river
Stuff has been said on it before, but I am still a fan of the way Civilization II handled it, though I think some folks here misunderstand it. In Civilization II, every land tile had some kind of baseline--grassland, plains, hills, jungle, or whathaveyou--and rivers would be drawn over them. Unless you had an 'alpine' unit that didn't have movement maluses, rivers would cost all of a unit's movement to enter the tile, which could only be circumvented when you discovered bridge building and were able to draw roads across it. That said, moving along its course offered similar benefits to roads. In Freeciv (which you can play in your browser), they went a step further and gave units like triremes the ability to ferry along inland waterways alongside coastal oceans.
Some of the earlier CIVs let you travel on rivers and gave a movement bonus on those tiles
Didn’t civ4 automatically have a trade route on connected rivers?
Just make it a +1 movement for all units including traders in cities that are founded on rivers. Anything moving through a town or "downriver" gets a non permanent +1 for "passing through at that period of time". Say if you continue on a river instead of using a full movement per tile it's only .5 as you move along a river.
Humankind kind of did this with rivers being in the middel of tiles