Sid Meier's Civilization VI

Sid Meier's Civilization VI

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StartPositionAdjustment
   
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Type: Mod
File Size
Posted
77.483 KB
Dec 31, 2018 @ 3:10am
1 Change Note ( view )

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StartPositionAdjustment

Description
This mod uses farthest first traversal to maximize the euclidean distance of the initial start potion between human players. Distance is calculated as if the world surface was the 2D surface of a toroid (donut) instead of a square or cylinder to avoid human player placement bias towards the north and south poles of the map.
9 Comments
ward Mar 2, 2020 @ 11:29am 
does this work with all map sizes?
Traveler Jul 7, 2019 @ 1:14am 
Is this working after the June patch with GS?
Kronus Feb 26, 2019 @ 2:24am 
Appears to work with current base game... Just need to manually enable it.
ubereffect Feb 17, 2019 @ 8:39am 
Any chance of making this maximize the distance between human players first, followed by AI controlled civilizations, then finally city states? City States tend to be clumped together, would be nice to spread them out. When playing 2 human players, on a large map, we often end up with one player surrounded by city states, while the other player is surrounded by actual civs.
Jat371 Jan 4, 2019 @ 7:47am 
Ah, I see, thank you! It's always a pain being ready to explore a brand new world and immediately an AI is bearing down on you by the time your first scout is out lol.
MadTulip  [author] Jan 3, 2019 @ 1:52pm 
"Does this work for single player with AIs?" - Yes, if there is only one human player the distance between human players is maximized as well. That was actually the easieest part of coding this mod as it doesnt require any code my dude.
Jat371 Jan 1, 2019 @ 10:48am 
Does this work for single player with AIs?
p0kiehl Dec 31, 2018 @ 8:16am 
Nice approach! I'll be sure to try this out later today.
Bene Gesserit Dec 31, 2018 @ 5:29am 
This looks good. I will give it a try.