Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Detailed Worlds 2.12
 
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Type: Mod
Mod: Scenario
File Size
Posted
Updated
0.354 MB
Feb 16, 2019 @ 5:12am
Mar 17, 2019 @ 6:27pm
11 Change Notes ( view )
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Detailed Worlds 2.12

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Description
Requires Gathering Storm Expansion
Not designed to be compatible with Yet not Another Maps Pack (YnAMP)
For bigger maps try Larger Map Sizes, it's compatible with Detailed Worlds

The Rise & Fall only version can be found here: Detailed Worlds 1.45

See my CivFanatics Discussion Thread[forums.civfanatics.com] for more images and the full update history. I am "Seven05" on CivFanatics.

Detailed worlds is my personal adjustments to several world generation utility functions and customized map scripts with added detail. The primary objective of this mod is to make the world more interesting, particularly with the detailed versions of the included map scripts. I believe that an interesting world is essential to having an interesting game, especially in a game like Civilization.

Basic Features
The following features will work on all random maps generated while this mod is activated:

*** Larger deserts without more desert tiles per map. While the deserts will be approximately the same portion of the world they will often be more cohesive resulting in a few larger desert areas rather than many scattered desert tiles. Grassland will also be less frequent, although still possible, on tiles adjacent to deserts. Deserts on "hot" maps will be more dispersed.

*** Reduced polar ice to help with circumnavigation (not really, most base maps are still horrible about putting land right up against the map edge).

*** Fixed rain forest/jungle placement. No more ugly band of rain forest tiles at the equator! Rain Forest/Jungle placement is now more dependent on the underlying map and will be more frequent in certain areas. Rivers and coastal areas can have large Rain Forest regions. The total number of Rain Forest tiles is the same as the default scripts (and affected by the rainfall option).

*** Adjusted marsh placement so marshes favor land near water (coast, lakes and rivers). The favoring is cumulative so a coastal riverside tile is much more likely to allow a marsh than an inland grassland tile but inland tiles are not prevented from having marshes.

*** Better volcano placement. Volcanoes will be more spread out and not be surrounded by mountains (3 adjacent mountains max).

*** Flood plains on every desert flat land tiles adjacent to a river. These flood plains will not be flooded by natural disasters, but they look identical to the new Gather Storm flood plains in-game. Be careful!

Detailed Maps
In addition to all of the basic features listed above, the new detailed map scripts also have the following special features:

*** Reduced polar land. 99.9% chance of being able to circumnavigate the world by boat. (Low sea level maps may still result in blocked passage)

*** Added coastal detail. More coves, bays, islands to make each landmass more interesting to explore, settle and conquer.

*** New river generation. Rivers are now affected by the rainfall option in advanced setups (only when using a "Detailed" map script).

The following custom maps are included:

Continents - Detailed
The vanilla Continents map with all of the features of the Detailed Maps outlined above.

Pangaea - Detailed
The vanilla Pangaea map with all of the features of the Detailed Maps outlined above.

Small Continents - Detailed
My new "Small Continents" map that works much like the Continents map with more, and smaller, landmasses. There is no "ocean rift" created to force continental separation and there is a rule to ensure that the largest continent is less than 33% of the total land. Bigger than islands, smaller than normal continents! Good for games with more naval activity and landmasses that can fit multiple cities.

Fractal - Detailed
Fractal maps a generated using the same fractal code as the Continents, Pangaea and Small Continents maps with the restrictions removed. This will create random worlds with landmasses that may be huge or small. It will not generate the ocean rift used in continents nor will it limit the landmass size (max or min). It tends to create larger landmasses in testing, however it is entirely based on the random seed so you may encounter a streak of nothing but small continents and islands. I can't emphasize enough how purely random this map is.

Archipelago - Detailed
Unlike the default "Island Plates" map this will not simply generate a ton of islands. It tends to create a few "snakey" continents surrounded by many smaller continents with islands scattered around the map. To compensate for the small landmass sizes the sea level percents are reduced compared to the continental map types.

Mixed Continents - Detailed
A combination of small continents and standard continents maps, this allows larger landmasses than small continents maps and uses the code from continents maps to try to create more oceanic divides. If you think small continents are too small and regualr contitnents are too predictable this is your map.

Island Regions - Detailed
A comination of continents and archipelago maps. This map will generate 2-3 large landmasses and multiple islands with varied open ocean space. Landmasses will prefer "blobs" but snakey continents are possible with at least one continent containing 1/3 to 1/2 of the total land.
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375 Comments
XvShadow Jan 16 @ 6:18pm 
I have the same problem as josephj. Terra map isn't loading with detailed worlds.

Map Script: Generating Terrain Types
Runtime Error: C:\Games\Steam\steamapps\workshop\content\289070\1657281010\Maps\Utility\TerrainGenerator.lua:92: operator + is not supported for number + boolean
stack traceback:
C:\Games\Steam\steamapps\workshop\content\289070\1657281010\Maps\Utility\TerrainGenerator.lua:92: in function 'GenerateTerrainTypes'
C:\Games\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\Maps\Terra.lua:55: in function 'GenerateMap'
[C]: in function '(anonymous)'
Lua callstack:
Runtime Error: Call to GenerateMap() had errors
stack traceback:
[C]: in function '(anonymous)'
josephj Jan 1 @ 2:25pm 
This mod does not work with the new Tera map :(
[wilb] Dec 6, 2019 @ 7:38am 
mod works for me, but I get some late game crashes, no idea why, playing on colossal

larger map sizes
Moyocoya Nov 16, 2019 @ 3:45am 
Works for me.
fka-gargamel Nov 16, 2019 @ 12:49am 
Does this mod still works as intend? Not sure if just to stick with base maps after Sept. Patch...
Ingolenuru Oct 30, 2019 @ 1:53pm 
EvilVictor can you do a check for Sept patch compatibility please? Thank you very much.
Mr. J. Oct 24, 2019 @ 2:11pm 
That is so weird, Im running on 50 mods
Moyocoya Oct 23, 2019 @ 7:13pm 
@ Mr. J.
Mixed continents works perfectly for me, and I have 85 mods on my computer.
Mr. J. Oct 23, 2019 @ 5:58pm 
Mod does not work for me as of today, "Mixed Continents" is described as having an issue loading as a mod. I tried making remedies with several mods that can be incompatible but its just this mod alone having issues.
Alejandro Oct 11, 2019 @ 12:34pm 
Does it still keep the base game's mountain range building. I'm talking about how mountains would spawn around continents tot form some natural borders.