Sid Meier's Civilization VI

Sid Meier's Civilization VI

154 ratings
Azimuthal Map Script
   
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Type: Mod
Mod: Scenario
File Size
Posted
Updated
79.899 KB
Sep 30, 2017 @ 8:45am
May 20, 2020 @ 8:00am
12 Change Notes ( view )

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Azimuthal Map Script

In 1 collection by Eudæmonia
Eudaemonia's Map Scripts
2 items
Description
-- Eudaemonia's Azimuthal Map Script --

Welcome to a completely new way to play Civilization VI.

Based on the Azimuthal Equidistant map projection method, this map script arranges the North Pole at the very centre and the South Pole at the corners of the map.

Eudaemonia

------------Version 7.0------------
2019-05-12
- Completely re-written for Gathering Storm.
- New, more efficient way of creating landmasses which should reduce loading times.
- Removed Land Percent option and instead worked in a calculation to ensure there is enough land for the number of Civs on the map.

------------Version 6.0------------
2018-02-11
- Slightly increased the range at which tundra tiles can spawn away from the North/South Pole. Before, Russia would have a low chance of spawning in tundra and using their ability. Increased Tundra should also make St Basils Cathedral in R&F more viable on this map.
- Nerfed equator fertility by adding a 33% chance of spawning grassland instead of plains on Jungle tiles. This reduces the overall production of the area making it more balanced with other areas of the map.
- Buffed temperate zone fertility by increasing the amount of marshes that spawn (frequency boosted by nearby river or lake tiles).
- Buffed tundra zones by allowing marshes to spawn at river deltas.
- Increased in-land lake spawn in specific conditions around hills and mountains, away from rivers. This should make more tiles viable for city locations on pangaea continents.
- Adjusted reef spawn so they are less likely to interfere with harbor placement.

------------Version 5.0------------
2018-02-09
Updated for the Rise and Fall expansion
Added Reefs
Slightly increased bonus sea resource spawn

------------Version 4.0------------
2017-12-09
Re-worked map size and default land area - should result in decent spacing between civs.
Re-worked terrain generation algorithm to reduce long, thin southern hemisphere landmasses
Re-worked river generation
Re-worked hills and mountain generation.

------------Version 2.1------------
Added a quick bugfix for the broken AssignStartingPlots script that Firaxis introduced with the Fall 2017 patch. Civs should no longer spawn in weird locations in this map script. Unfortunately does not affect the vanilla maps.

------------Version 2.0------------
Added Land Area customisation (in intervals of 5%)
Added Hemisphere customisation.
Made Oases 20% more frequent.

------------Version 1.0------------
Initial Release



------------Compatibility------------
- Custom Map sizes added by mods such as Yet (not) Another Maps Pack will cause a CTD when loading the map. However, you will still be able to use options such as Culturally Linked starts.
95 Comments
Dos Dec 6, 2023 @ 5:13am 
Do whales spawn on this map?
Bush Kebop Sep 15, 2023 @ 9:40am 
Been fighting with worldbuilder to make them but the time needed for it was insane, some i even published in workshop to play with friends, BUT now you made a script... you're a saver, i love you.
Vulture Apr 12, 2021 @ 9:15pm 
"his map script arranges the North Pole at the very centre and the South Pole at the corners of the map."
So it's the Flat Earth map.
Tatanka Apr 7, 2021 @ 3:00pm 
Not sure if this the place, but why has noone made a script to resemble the highlands map from civV. Loooove that map, highly randomized with so much land and few seas and difficult to traverse and pretty much the only map i played.
Only one that comes close is Got Lakes mod but again, to much water and it takes alot of restarts and fiddling with options to make a resemblance of civ5 highlands type map.

So if you are still interested in making civ6 maps, highlands civ5 map script is what i crave for.
Fantastical map script doesnt do it either, it lacks options and it always ends up bland.

So i guess this more a request then anything else :D
Gaia good but yet again, to much water.
aalimaye Aug 4, 2020 @ 6:07pm 
Instead of putting the South Pole around the map, can you just do a single hemisphere, with North Pole at center and equatorial region at edges, with impassable hexes to square the circle. This would be a better representation, since in the current version, south pole is super large to traverse compared to compact north pole, and in the new suggested map that will be the equator and hence should be rather large to move around.
Eudæmonia  [author] Feb 7, 2020 @ 10:07pm 
@DaN dAH mAn

I see a lot of mod requests on /r/civ (reddit) or on the civfanatics forum. You could try there :)

That said, I'd also love to see civ played out on a globe but its impossible with Civ 6's map system / engine.
《Zytronium》 Feb 7, 2020 @ 5:21pm 
I have an irrelevant question, I just cant find the answer anywhere online. Does anyone know a place where I can go to request someone to make a mod, or suggest an idea? I really want to see a mod that makes the map round like a globe, therefore units traveling is more realistic and so is the map. If the author of this mod sees this comment, do you know anyone who might be able to do that?
lokiredking Sep 23, 2019 @ 11:14pm 
So this mod may feel irrelevant with the in-game Tilted Axis map, but if you're so inclined I'd love to see a modification of Tilted Axis that limits the map to a single polar hemisphere.
Pyrranha Sep 2, 2019 @ 3:35am 
It continues to be the case that geothermal fissures do not spawn on this map script. Please fix this, as it is otherwise my favorite map script.
Oleksandr Jul 8, 2019 @ 5:03pm 
Love your map scripts! Impressive work. Have you considered making a Europe map script like the one in Civ V?