Sid Meier's Civilization VI

Sid Meier's Civilization VI

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72 comentarii
flame.of.illusion 17 iun. la 10:08 
Is it just me or does it seem like City States spawning with Wonders is increased with this?
azmundai 9 mart. la 8:17 
What is the aspect ratio thing? Is that this mod?
Ale 24 dec. 2024 la 8:06 
Found a bug with the Steppe map, we were seeing tiles saying they were susceptible to flooding while they were not floodplains. The issue stopped when I disabled this mod. Haven't tried on other maps provided by this mod.
Captain Ravioli 19 oct. 2024 la 11:06 
Any chance this can incorporate Real Rivers mod?
Darkwing Phoenix 12 iun. 2024 la 22:15 
@shumway77 There's a mod called Forest Fires Disabled.

Does EXACTLY what's on the tin.

Hope this helps!:steamhappy:
shumway77 28 apr. 2024 la 8:01 
Even when I set disaster intensity to zero, forest fires ruin every arboreal game. I would pay money to get an option "no forest fires".
Bunzato 8 apr. 2024 la 19:17 
Would love to see some updates on this pack, one of my favorites.
MidwestRibfest 20 dec. 2023 la 16:07 
This may come across as dumb but how do I actually play with these scripts? Whenever I download the mod, open up Civ 6, and then try to find it in my downloads list, I can't seem to find it. The options for map scripts aren't available during the set-up part of the game either.
H.Humpel 23 nov. 2023 la 12:57 
Hi Nundge,
your mod has been translated by ASM590319 into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
H.Humpel 19 nov. 2023 la 11:17 
Would be nice if you could make all texts translatable...
ConnieOfTheWolves 18 sept. 2023 la 21:16 
Would you consider adding support for the Real Rivers mod by maple leaf that adds the Great Rivers terrain from the Egypt scenario?
sump drinker 4 sept. 2023 la 18:28 
The recent Leaders Pass patch broke Steppe and perhaps other scripts, resulting in a crash to menu. I'm on Windows 10
Giganch 13 aug. 2023 la 9:29 
The closest we can get to a functional and proper island map, thank you so much.
SmotherMothers 14 iun. 2023 la 23:47 
is it possible for arboreal map to include a setting for only woods and no rainforest?
SuiSui 12 iun. 2023 la 2:11 
@FlyingThunder
Sahara has a tundra & snow cap as a default. You have to turn it of in settings
FlyingThunder 7 iun. 2023 la 15:32 
yea this has to be a bug or something nubia has a desert bias and im spawning close to tundra/snow 5 remaps in a row, small map no settings
FlyingThunder 7 iun. 2023 la 15:28 
why tf is the sahara map full of tundra and snow though, i feel like thats not intended
SuiSui 1 iun. 2023 la 18:24 
I love this mod but I'm concerned about most of the floodplains doesn't work correctly on steppe map. Cannot place dam, the Great Bath nor Etemenanki, also the yields of these wonders doesn't apply on.
nuclear explosion enjoyer 13 mai 2023 la 20:29 
voronoi seems to be a great lakes type map where you are separated by locked mountain ranges and are able to traverse between the lakes through a network of bermuda triangles (12 of them in my huge map game) very cool idea
MarsEco 7 apr. 2023 la 17:43 
Cool mod, saw it on Ursa Ryan's channel. I'm sure it is fine, but adding Natural Wonders mods and specifically Sukritact's Oceans Mod which adds Kelp features and the resources, I assume are fine with any of your maps?
Kitchen Noudle Soup 28 mart. 2023 la 8:59 
how do i play these maps
shumway77 21 mart. 2023 la 14:51 
What are the typical elements of the new Voronoi map? "Mysteriously contorted" doesn't reveal much.
robbiegr2 13 mart. 2023 la 7:37 
@sfubar that would only be helpful on arboreal. I simply suggest setting the disaster intensity to 0 when you play that map. After 3 turns of being burnt, woods and rainforest will revert to their normal form with a prod/food bonus.
sfubar 4 mart. 2023 la 14:14 
I suggest giving builders the ability to build fire-breaks-- or make burnt woods behave like woods.
sfubar 4 mart. 2023 la 6:53 
How can an eternally burning rainforest fire be stopped? You can't settle or build anything on a burnt or burning rainforest. (Arboreal map)
Nundge  [autor] 22 febr. 2023 la 12:55 
@i bad at game, Sorry for delayed reply. I believe the one you are looking for is the Geothermal script.

@pauloel7, Honestly, no. All I can imagine is that because this script reduces the amount of available land, there are fewer viable spawn locations. I will reduce MIN_MAJOR_CIV_FERTILITY which, makes civs less picky about where they start, but frankly that's a guess on my part.
i bad at game 7 ian. 2023 la 18:51 
What preset is that one from the screenshot without ice and tundra with little ocean?

Thats why I got this mod but it doesnt seem to be here after checking all.
Nizrael 17 dec. 2022 la 6:49 
@ConnieOfTheWolves Post-post-apocalyptic barbarians are immune to contamination because they're irradiated mutant freaks descended from the few surface-dwellers who were both (un?)lucky enough to have been well outside the blast radii when the bombs fell and also hardy enough to reproduce in the midst of a decades-long nuclear winter. The civilized nations lack these immunities because they're the descendants of vault-dwellers forced to return to the surface generations later after running out of stockpiled canned goods and toilet paper.
pauloel7 20 nov. 2022 la 18:44 
While running Fjod map with 20 civs, and 20 CS, Huge, I'm getting this Database.log error: [1928434.152] [ColorManager] ERROR: UNIQUE constraint failed: PlayerColors.Type".
The game load time increases dramatically and it becomes unstable (CTD frequently). Surely, with same mods I'm running the problem does not happen in maps outside this mod. Any idea what's wrong?
shumway77 6 nov. 2022 la 8:27 
Things I've learned today: 1) It's fun playing BullMoose Teddy on an arboreal map 2) ONE forest fire effectively ENDS the game.
Nundge  [autor] 29 aug. 2022 la 8:19 
@ConnieOfTheWolves Yeah, I have noticed that too. I think that is actually how it is in the base game. I have certainly not added anything which would affect how the barbs play.
ConnieOfTheWolves 21 aug. 2022 la 7:55 
Part of the problem with post post apocalyptic seems to be that barbs aren't damaged by contamination, unless there's a conflict in my mods? is this something that should be the case?
Nundge  [autor] 12 aug. 2022 la 2:57 
@GrimSigil I'm really not sure about other mods, I have only tested a few myself. Changing the map size should be fine since those sizes are used to create the data table for the map, which is then populated by the Firaxis base terrain generator script. My scripts really only alter the map once a base version of it has been generated. As for adding many more players. Quite a few of these scripts have fewer available valid starting locations, due to the unusual terrain conditions. So, adding a couple of civs might be ok, but adding lots probably overruns that number. Atoll, PPA, and Geothermal are probably the worst offenders for this. If I get time I may look into making the start plot score a function of the number of players so that worse locations become acceptable to the algorithm.
Nundge  [autor] 12 aug. 2022 la 2:57 
@Kurisu, chances are that I have left an unguarded pointer in there and some uncommon code path has uncovered it. Errors in map generation get dumped out to the log file: "..\User\Documents\My Games\Sid Meier's Civilization VI\Logs\Lua.log". Somewhere towards the end of that document will be a message saying something like "Runtime Error: ...", which will detail the actual reason for the crash. Beyond having that info though it's very difficult to identify an exact cause. I will try to bulletproof the code a bit and run a few map seeds to see if I can get it to crash for me too.
shumway77 31 iul. 2022 la 8:44 
Atoll is the hardest map I have ever played on. Tons and tons and tons of barbarians will not let you settle or keep cities. Play without barbarians and the AI will destroy you very early. Just impossible above level prince.
Kurisu 26 iul. 2022 la 17:12 
Steppe map crashes with no other mods on, any idea how to solve it?
GrimSigil 13 iul. 2022 la 3:58 
Hi! I'm wondering if this mod is meant to be compatible with YNAMP with regard to options for more civs than the map usually allows. I was able to load the database with my current mod list, but when I attempted to load the actual game, I crashed back to the mod conflict screen. I can find no other explanation for the issue, and so I'm wondering if perhaps maps in this pack crash if run with more civs than the map size allows. (For that matter, is it possible to run these maps on Enormous 2:1? On Enormous?) Anyway, I attempted to load a map with 21 civs and 18 city states. Would this be the likely cause of the crash? Thank you, by the way, for this very interesting work. I've been particularly enjoying the post-post-apocalyptic map, even if the AI does sometimes commit fallout suicide.
Nundge  [autor] 17 iun. 2022 la 12:49 
@shumway77, No, barbs are exactly the same as usual. However, one thing that I found with PPA is that if you really crank up the amount of fallout then the AI just has no idea what to do and will regularly suicide units into the fog. So, it might just be that the AIs (and city state) aren't killing them off.

It's a bit of a shame that the AI is so hopeless to be honest. I ran an AI only on deity: they escort their settler with a warrior (fine, as you should), but when the escort gets damages by the fallout they fortify to heal, and so they just sit there (with the settler in tow) until they die. Very annoying.
shumway77 16 iun. 2022 la 9:44 
Another question: Is it part of the post apocalyptic map that the number and aggressiveness of barbarians is raised beyond insanity? I have never seen so many barbarian archers so early in the game.
shumway77 2 iun. 2022 la 9:02 
@Nundge Thank you for your detailed response, I appreciate it. I will try Nubia on the Sahara map, thanks for the tip.
Nundge  [autor] 2 iun. 2022 la 3:43 
@shumway77 cont... Yeah, Sahara can be quite a challenge. It was first conceived with Mali in mind of course. However, I would suggest a game as Nubia, with Nazca on the map. It's a slow start, but once you get the Nubian pyramids up and carefully placed, then pretty much every city becomes Petra. It is even possible to beat Mali in an MP setting with Nubia, so I wouldn't rule them out. Also, since Nazca lines give +1 appeal, Australia can be obscenely overpowered in the mid-late game. Basically, Nazca are the key to victory. Also, the script boosts the number of mountains quite considerably making the Inca a difficult but not impossible alternative.
Nundge  [autor] 2 iun. 2022 la 3:43 
@shumway77. Thank you, glad you enjoyed it, and sorry for the late reply to questions. As @GrantSP mentioned, yes luxury and strategic resources on Sahara are limited by the terrain type: horses never spawn and coal only spawns in the tundra at the poles.

On the Rift map, yes you will often start near the tundra (there map leans quite heavily towards snow and tundra land), but this is also based on civ start bias and map temperature (from the advanced settings) as with other maps.
shumway77 30 mai 2022 la 10:51 
Really great mod, thank you! Problem with the Sahara map: Without the desert pantheon you won't win above level king. So you must play as Mali then you have a good game. All other civs suck on this map.
GrantSP 11 mai 2022 la 19:58 
@Nundge Nevermind. It's part of the "Advanced Settings" setup. Thank you. Love the mod, especially the ridge and rift maps, they're fantastic.
GrantSP 11 mai 2022 la 19:55 
@Nundge Where is this toggle? I'm still getting some tundra tiles.
@shumway77 I'm assuming both those resources don't appear because they need grassland or plains to spawn. I've not played many sahara games but I'm going to assume this applies to any resource that isn't flagged to spawn on desert/desert hills.
shumway77 11 mai 2022 la 9:19 
Another question: Is it normal that I always start near tundra when playing the "rift" map? (And of course I never ever getb the tundra pantheon...but that's a different thing.)
shumway77 10 mai 2022 la 12:33 
I am playing with the Sahara map. There are no horses and no coal anywhere, is that normal? Or do I have to pick certain settings at the game startup?
GrantSP 9 mai 2022 la 16:31 
Nice work. Starting a new game now to check it out.
Nundge  [autor] 8 mai 2022 la 6:33 
@GrantSP. Yes, I added a toggle to turn the ice caps on and off.
GrantSP 1 mai 2022 la 17:32 
Is there some way to stop tundra spawning on the Sahara script? I find it particularly jarring to have single tundra tiles in vast stretches of desert, aside from the aspect that these terrain types should never be beside each other.
Aside from this minor gripe I really like the work you've done. Kudos to you.