Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Terra Mirabilis
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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
Description
Deliverator and ChimpanG present

TERRA MIRABILIS

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

- 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.
SCOPE

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
COMPATIBILITY

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
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.
VERSIONS

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

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

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.

THANK YOU
To pOkiehl, Digihuman, Sailor Cat and SeelingCat for the encouragement, enthusiasm and support throughout <3
Popular Discussions View All (6)
111
Jul 8 @ 11:24am
PINNED: Bug Reports
chimp
14
Apr 10 @ 2:48pm
PINNED: Translations
Deliverator23
4
Sep 10, 2020 @ 6:51am
More natural wonder suggestion
choijanggyu
< >
770 Comments
phenyxasher Sep 16 @ 7:59pm 
pauloel7 More likely you have a mod conflicting with TM, if a mod does anything to natural wonders you may have to choose which one you want. load order is also important. UIs must load first, then AIs, followed by all others. the best way to find out which mod is conflicting with TM is to load all UI & AI mods first, test load a game, then add like 3-6 mods at a time starting with TM. That way you can find the mod that is conflicting and remove it from you load list.
pauloel7 Sep 14 @ 1:39pm 
TM does not work for me. Please help?
My Modding.log says: [3855255.816] ModdingUpdateConfigurationDatabase - Loading Core/Natural Wonders/TM_Features_Config.sql
[3855255.816] Warning: ModdingUpdateConfigurationDatabase - Error Loading SQL.
My Database.log says: [3855255.816] [Configuration] ERROR: UNIQUE constraint failed: NaturalWonders.Domain, NaturalWonders.FeatureType
I've noticed the column 'New' is abscent in TM_Master.sql where it defines table "TM_Master". Also, "NaturalWonders" table is not defined in TM_Schema.sql... please help?
stevetaso123 Sep 5 @ 10:03pm 
Hi, can anyone here teach me how to use the translation? Thanks you.
Xilyios Aug 20 @ 5:18am 
Hi, I really like your mod and I wonder if you thouhgt to make a french add-on for Terra Mirabilis ?
Thank you a lot !
D34DLY Aug 11 @ 11:40am 
works great. This makes nearly all natural wonders desirable. It also saves the player of needing to march every single troop to a wonder, to get the bonus. Own the wonder, own the bonus.

to comment below me: they are in English for me.
Exctio Aug 5 @ 5:17am 
quick question, why are all wonder's names in russian ? I can't find a way to change that...
Quiescitus Aug 2 @ 3:04pm 
Hi, thanks for the excellent mod.
Can I clarify something from a Wonder description: "...any City that owns at least one of these tiles..." -- does that mean just the 3-tile radius?
Deliverator23  [author] Jul 19 @ 3:25am 
@Eva-kun: I'm probably not going come up with any fixes myself but if the community does then I'm happy to release them. All the source code for the mod is on Github here: https://github.com/deliverator23/TerraMirabilis
Eva-kun Jul 14 @ 11:42pm 
@Deliverator, will this mod receive a update in the future? Been disable for me since I'm not sure which features are working. I believe Delicate Arch food bonus for districts isn't working.
Deliverator23  [author] Jul 14 @ 3:22am 
@Yanâd Durinul: All the mod source files are here: https://github.com/deliverator23/TerraMirabilis/tree/master/NaturalWondersMod/NaturalWondersMod . A lot is achieved via 2D heightmaps and textures.