Sid Meier's Civilization VI

Sid Meier's Civilization VI

2,366 ratings
Terra Mirabilis
File Size
420.535 MB
Aug 1, 2018 @ 6:52am
Aug 29, 2020 @ 2:27am
37 Change Notes ( view )

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Terra Mirabilis

In 1 collection by chimp
Terra Mirabilis
9 items
Deliverator and ChimpanG present


A mod that reworks Natural Wonders in Civilization VI, and adds 20 new ones that include some old fan-favourites.

- Barringer Crater
- Cerro de Potosi
- Grand Mesa
- Mt. Kailash
- Krakatoa
- Lake Victoria
- Lakes of Ounianga
- Motlatse Canyon
- Mosi-oa-Tunya (Victoria Falls)
- Namib Sand Sea
- Old Faithful
- Rock of Gibraltar
- Salar de Uyuni
- Mt. Sinai
- Sri Pada
- Vredefort Dome
- Wulingyuan
- Bioluminescent Bay
- Dallol
- Lencois Maranhenses

For more information about these wonders, their yields and their effects, please check the pinned thread below.

Civilization VI is about playing the map, and Natural Wonders now play a larger part in this.

Ownership Effects
Each Natural Wonder now provides a unique effect for owning at least one of their tiles. No longer will units stroll next to a Natural Wonder and receive an ability that lasts until they upgrade. The unique effects range from affecting the immediate owning city, trained units, or your empire.

Yield Rebalance
As a result of each wonder providing an ownership effect, the yields of each wonder have been rebalanced (where necessary). All impassable Natural Wonders will now provide +2 Yields on adjacent plots, and all other wonders will have +5 Yields on their own plots. For Gathering Storm, we've limited the adjacent yields of volcanic natural wonders to +1 Yield on adjacent plots, given their yield stacking throughout the game.

District Adjacency
Natural Wonders would sometimes pose a hindrance by the fact that placing a district on top of affected tiles means you lose the yields they provide. To compensate for this, specialty districts now receive standard adjacency bonuses from being constructed next to a natural wonder, which will increase with each building constructed within them.

National Parks
Natural Wonders often play a large role in the placement of National Parks, so we've changed them too. National Parks will now yield Gold equal to their Tourism output.

Other Changes
- Lowered the distance between Natural Wonders from 8 tiles to 7. This will increase the chances of them appearing closer to each other, thus freeing up space to fit more on the map.
- Doubled the amount of natural wonders that will spawn on each map size. While this won't guarantee that you will see X amount of wonders in the game, it will increase the likelihood of it. An example: Huge Maps now have 14 Natural Wonders, as opposed to the default 7.
- Increased the unit XP received for discovering a Natural Wonder, +15 up from +10.

User Settings
With the wide scope of this mod, one of the core aims was to make it flexible for users who may not agree with, nor want, all of the changes we have made, so we've built our framework around a user-settings file that will allow you to edit everything above, and even disable any Natural Wonders in the game.

The user settings file can be found in the following directory. Please be aware that your settings will be overwritten when this mod is updated, so keep a copy of your user settings somewhere so that you don't lose them.

\Steam\SteamApps\workshop\content\289070\1461463960\Core\User Settings

Terra Mirabilis does not require the expansion or any of the DLCs to work. Validation has been built into the mod and is compatible with or without them.

Gedemon's YNAMP
The Natural Wonders in this mod have TSL in YNAMP maps.

Mod Compatibility
Other mods that make changes to existing Natural Wonders or other things that are within the scope of this mod are unlikely to be compatible. This doesn't apply to new wonders added to the game via mods, they will be just fine to use alongside this :)

Translations will now be kept separately from this mod so that they can be updated without affecting existing saved games. Please check the collection up top.

The current version of Terra Mirabilis is v2.21.4. Current and previous versions will be available to download manually here[].

Please refer to the change notes for a full list of changes.

This mod has been bug-tested but if you think we might have missed something, please provide detailed information in the pinned conversation below and we can look into it for you.

Builder Lag Issue
While every step has been taken to reduce builder lag that occurs in the late game, it is unfortunately something that needs to be fixed by Firaxis. In the meantime, please check the collection up top to find a workaround called Builder Lag Fix by Adriaman.

To pOkiehl, Digihuman, Sailor Cat and SeelingCat for the encouragement, enthusiasm and support throughout <3
Popular Discussions View All (6)
Apr 6 @ 11:30pm
PINNED: Bug Reports
Oct 8 @ 5:48am
PINNED: Translations
Feb 3 @ 2:39am
More natural wonder suggestion
< >
Skalozubio Nov 6 @ 8:42am 
Русский перевод здесь - Game and mods - Russian translations
Russian translation is here - Game and mods - Russian translations
H.Humpel Oct 8 @ 5:47am 
Hi chimp,
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.
hogne_v90 Aug 4 @ 5:23am 
Love this mod but I think I found a bug. Lake Victoria appears as a lake, but when I built the Huey Teocalli wonder, it wasn't affected.
agentesebi Jul 6 @ 9:16am 
Increible mod. Básicamente indispensable para CIV6:steamthumbsup:
robbiegr2 May 10 @ 8:33am 
@puddings just enable them along side this mod, they are compatible.
Zyxpsilon May 7 @ 4:52am 
@Puddings.. nothing can prevent you from activating (subscribe) them as valid mobs. There's no (direct) conflict with this package from Sukrittacts' already installed on my system.
Puddings May 6 @ 8:36pm 
Oh actually he made another one called Monument Valley, so 6 total
Puddings May 6 @ 8:16pm 
Can you incorporate Sukritacts Terraformery mods? There's 5, one of them being the grand canyon
phenyxasher Apr 29 @ 2:56am 
The effects of the wonders work. However, the graphics are creating artifacts for some of the wonders. The ones I have encountered are Il-kin, Fountain of youth, and Bio-luminescent Bay, and a few others. These all act as if they are having lighting strings going off in the hex. I have not experienced any game play effect. The problem is the mod was last updated over 2.5 years ago, and the author is either not interested in working on it further, or incapable [we did just come out of a plague] so it is unlikely to be updated.
h0ya Apr 28 @ 5:22am 
Can anyone confirm whether this works currently?