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
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371.427 KB
16. feb. 2019 kl. 5:12
17. mar. 2019 kl. 18:27
11 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Detailed Worlds 2.12

Beskrivelse
Tested and working Feb. 16 2024 Any other mods that mess with the map generation may conflict with this. Any mods that adjust player (and city state) start positions may conflict with this one as well. With no other mods running it will function on all map types using a steam install on a PC.

Not tested with "Barbarian Clans" mode activated. It may or may not work, if that game mode relies on city state start positions it probably won't work. I'll test that and update sometime in the future.

Requires Gathering Storm Expansion
Not designed to be compatible with Yet not Another Maps Pack (YnAMP)

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. Increased chance of being able to circumnavigate the world by boat. (Low sea level maps will often still result in blocked passages)

*** 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.
436 kommentarer
LibraLix 31. maj kl. 9:57 
Scratch my previous comment, it was due to conflict with Harmony in Diversity, which I did not realise was enabled.
LibraLix 28. maj kl. 11:03 
Really good mod that I always use, however unfortunately it has recently stopped working for me.
Holken 8. mar. kl. 23:07 
I have tried this with and without mods yet it seems to crash no matter what.
RationalBeast 25. okt. 2024 kl. 17:54 
civs spawn too close
A_lex 19. okt. 2024 kl. 21:36 
The maps look great, but a problem i do have is that 1 civ or more spawns too close to me all the time when i play on detailed maps, even on a huge map with only eight civs, 1 civ or more still spawns too close to me when i tested it. pls fix :(
Nutty31 30. sep. 2024 kl. 9:44 
Completed my first game with this mod, looks fantastic! However, I have a slight issue...there wasn't a single off-shore oil resource on the entire map. It might have just been a quirk for my specific map, but has anyone else had this happen? It seems like a strange thing to have absolutely no off-shore oil hexes.
DaniAngione 10. sep. 2024 kl. 14:44 
Hey there, I love the mod :) I know you haven't updated it in a long while (simply because it still works, which is great!) but could I request compatibility with a mod? I've trying asking it on their side but they'd rather not change your map generation "without permission" and recommended I asked it here instead... The mod is the Wide River mod and it would be very nice if, when both mods are active (yours and that one) the wide rivers would generate on your "Detailed" maps!

Thank you very much for the attention and, if not possible, that's ok - I'll understand :) It was worth a shot anyway tho!

https://steamcommunity.com/sharedfiles/filedetails/?id=3019522388
Nanao-kun 26. juli 2024 kl. 19:29 
Does anyone know if this mods causes all coasts to also count as lakes?
Plattfuss79 27. juni 2024 kl. 5:39 
i there a version with rise and fall? Unfortunately I find gathering storm unbearable, just because of the annoying world congress
Shrike 23. juni 2024 kl. 11:55 
I am experiencing and issue where desert flood plains tiles won't take dams at all. Removing this mod fixed the issue.