Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Terra Mirabilis
 
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
414.956 MB
Aug 1 @ 6:52am
Nov 1 @ 2:15pm
18 Change Notes ( view )

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Terra Mirabilis

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Description
Deliverator and ChimpanG present

TERRA MIRABILIS

A mod that reworks Natural Wonders in Civilization VI, and adds 17 new ones that include some old fan-favourites.
NEW NATURAL WONDERS

Terra Mirabilis currently introduces 17 new Natural Wonders. They are:

- 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

For more information on their yields and effects, as well as those of the rest of the Natural Wonders, please refer to the pinned conversation 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.

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.

Naturalists & National Parks
Natural Wonders often play a large role in the placement of National Parks, so we've changed them too. Naturalists are now purchased with Gold instead of Faith. Of course, they don't come cheap, but as National Parks will now yield Gold equal to their Tourism output, you should make that money back after a while.

Other Changes
- Lowered the distance between Natural Wonders from 8 tiles to 5. This will increase the chances of them appearing closer to each other, thus freeing up space to fit more on the map.
- Tripled 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 21 Natural Wonders, as opposed to the default 7.
- City-States will now spawn 5 tiles away from a natural wonder where possible, up from the default 3 tiles.
- 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 all YNAMP maps.

Sukritact's Wonders
This is 100% compatible with all of Sukritact's natural wonders. In terms of mod support, this mod includes a small piece of code that gives Fuji adjacent yields to accompany its effect. This is because we didn't want to let it become the only wonder in-game that doesn't have yields when this mod is active.

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 :)
VERSIONS

The current version of Terra Mirabilis is v1.20b. 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.
RELATED MEDIA

Thank you to Keniisu for covering this mod on his YouTube channel. Check it out here.
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.

THANK YOU
To pOkiehl, Digihuman, Sailor Cat and SeelingCat for the encouragement, enthusiasm and support throughout <3
Popular Discussions View All (5)
41
Nov 4 @ 6:19pm
PINNED: Bug Reports
Chimpan'G
26
Oct 19 @ 5:51am
Natural Wonder Suggestions
Chimpan'G
6
Aug 17 @ 4:09pm
PINNED: Translations
Deliverator23
< >
225 Comments
Deliverator23  [author] Nov 4 @ 3:52pm 
@Deon: Don't worry Deon, I didn't interpret it like that. You were just observing that there are fewer people modding Civ VI than used to be around in the Civ IV days which is true especially at the moment.
Deon Nov 3 @ 1:46pm 
I just wanted to say that if I sounded like an arsehole bashing Civ VI modding community comparing it to CIV IV one, it was definitely not my intent. I just meant to say that the activity level is less, and that's it. That's why I really appreciate all the people who still stay on the light side.
Deliverator23  [author] Nov 3 @ 2:17am 
You can read more of the history of Civ modding since Civ IV here: https://www.pcgamesn.com/civilization-vi/civilization-vi-best-modders-civ-6-toolkit .
Kurnn Nov 3 @ 1:39am 
Interesting info.

Cool, and thanks for sharing that! =)
Deliverator23  [author] Nov 3 @ 1:35am 
@Deon - cont: Dune Wars for Civ VI is possible in terms of Terrain - I've already done a test to replace the oceans with sand - but not in terms of gameplay without the DLL source. I also think we're unlikely to size and capability of modding teams that we had with Dune Wars or FFH2 again although I could be wrong. CIVITAS has been a great example of what a modding team can accomplish. Overall I would see if Firaxis can get around 2K enough to really champion modding and the modding community, improve the tools, provide the DLL source sooner that will make the biggest difference.
Deliverator23  [author] Nov 3 @ 1:35am 
@Deon: Great to here from you! Right now most of the Civ VI modding community is doing other things I think waiting for the DLL or "Vesuvius" expansion or both. Even Civ V was a step down in modding activity I think from the heyday of Civ IV for a few reasons: Civ IV was the easiest of the 3D incarnations of Civ to mod - Civ VI 3D modding is very powerful but not as easy as Nifskope was. For Civ IV DLL was released early around six months after the base game - we may not see DLL source for Civ VI until after Expansion 2 (earliest) or even 2020 (more likely in my view) if we see it at all. Lack of DLL is the biggest limitation to modding right now. Civ IV was pre-Steam and pre-DLC and Firaxis actively championed mods releasing community-created content such as FFH:Age of Ice as part of Beyond the Sword - we are unlikely to see a return to that even though the fact that Civ V player volumes and sales still exceed Civ VI proves the value of the modding community longer term.
Kurnn Nov 3 @ 1:20am 
Yeah! Thinking before I post isnt my strong side!

But really, the file was perfectly done for anyone to edit.
Even players who never, ever, edit a file in their life, could do it!

Thank you =)
Deliverator23  [author] Nov 3 @ 1:19am 
@Kurnn: Glad you were able to answer your own question!
Kurnn Nov 3 @ 12:51am 
NM my question.

The file was easy to edit!

HUGE CREDS to the info in the file!!!
Kurnn Nov 3 @ 12:22am 
Hey, is it possible to edit the file, to get all the 17 new natural wonders, without the Yield Rebalance and "Other changes"?

In short, I want the 17 wonders to be tossed into the random mix which will show up, but without increasing the number of them, or increase the power of bonuses to tiles next to them.

I like diversity! But I want natural wonders to be as rare as they are.

I LOVE the wide difference in the wonders! And the feature that you get bonus X if you own at least 1 time, is fantastic!

Thanks for being awesome mr mod god!