Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Rebalanced Climate Change
 
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
0.020 MB
Feb 26 @ 5:44pm
Mar 19 @ 6:22pm
2 Change Notes ( view )
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Rebalanced Climate Change

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In 1 collection by JNR
JNR's Rebalanced Climate Change Collection
12 items
Description
Rebalanced Climate Change is an overhaul mod which tweaks various aspects of the climate system introduced with the Gathering Storm expansion. Climate change is no longer something that happens quickly and goes by without notable damages. Instead, it will take more CO2 emissions until the effects appear. But when they hit, they hit hard. More coastland will flood. Storms will become more frequent and violent. And you really start to wish those Flood Barriers weren't so expensive with all that flooding around and you desperately scramble to get rid of your power plants. Rebalanced Climate Change got you covered in those cases as well.

This is a bundle of several smaller mods which are available individually as well, with various options. See below for details. This mod as well as all of its components as individual downloads require Gathering Storm, of course.

Features
  • Global temperature rises only half as fast.
  • More tiles get flooded from Climate Change (75% setting).
  • Nuclear Power and uranium-powered units produce only a quarter of their previous CO2.
  • Climate Change increases frequency of floods, storms, and droughts. Increase is bigger for strong disaster variants.
  • Storms (Hurricanes, Sandstorms) give yield bonuses less often to account for their more frequent appearances.
  • Sandstorms and Blizzards less deadly to improve balance for civs in tundra and desert. Hurricanes more deadly.
  • Flood Barriers more expensive to build, but cost no longer scales with number of floodable tiles. This keeps their cost in check with the changes to the number of floodable tiles. Cost still scales with global sea level. Purchase cost for Flood Barriers tripled to avoid too big of an advantage from Valletta's suzerain bonus.
  • Power Plants running on Coal, Oil, or Uranium can be decommissioned.

Download Individual Components
For those who wish to prefer some customization or want to opt out of certain features because they are already using another mod for it, the components are available individually as well (underlined components are included in the Complete Edition):
Recommended addition (not included in the Complete Edition): Renewable Energy Complexity
This mod provides additional features to renewable energy, including the ability to transfer renewable energy between cities.

Compatibility
Warning:These mods do stack with each other. Example: "100% Slower Climate Change" (twice as slow) and "200% Slower Climate Change" (three times as low) together will together make climate change appear six times slower. This effect happens with mods from other authors as well, so use with caution. Especially mods making the game slower in general (e.g. "8 Ages of Pace") already slow down climate change. In these cases I recommend not tweaking the number further with mods from this collection unless you have experienced some matches with the mod and want to slow it down even further. Rule of thumb: Don't use two mods which do the same thing.

Aside from that, there are no compatibility issues on a technical level. However, some mods may be redudant with this mod and either one might get overwritten.
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66 Comments
JNR  [author] 18 hours ago 
@DB I thought I did, looks like an old file was still in effect, will update tomorrow.
DB 18 hours ago 
Hi JNR!

Would mind updating ASG on this mod, too?

Kind regards,
DB
JNR  [author] Mar 19 @ 7:06pm 
Big update live now. Changed the files from XML to SQL for better compatibility and all components are now available individually as well.
JNR  [author] Mar 17 @ 1:40am 
@Deviathan Whale

it is working, but unfortunately the system seems to be truly random. Which means that among the many players playing this game, something like your case is rather likely to happen for *someone*, even with this mod which only reduces the chance but doesn't eliminate it completely.
Deviathan Whale Mar 17 @ 12:08am 
Is the yield change working for dust storms? I had some flat desert tiles with over 10 production by the medieval era just because of dust storms, and I was only on disaster intensity 3.
ChrisMartin Mar 7 @ 11:17pm 
It is CTD when it AI turn. Sorry I didn't specify that.
My "debugging" approach was look in Database.log for the lates Error, then check if that also occur in Modding.log at the same timestamp. And it did.
But i didn't know that this silly game didn't updated the logs on crashes.

Firaxis Crash reports pops up, but I didn't send, because of my modding. But can i find that report somewhere?

Again; thank you for helping me understand. Now I shall test the game with RandomEvents_StormTweaks.xml active. Silly game; great mod! :D
JNR  [author] Mar 7 @ 6:14pm 
@ChristMartin so it's an ingame error? Then the database error you listed earlier doesn't seem to be connected to it, since an error there would cause a crash on loading. Is it a CTD? If so, there are usually no logfiles created, making it hard to identify the error.
ChrisMartin Mar 7 @ 3:57pm 
For now I just had time for a quick text search with AstroGrep. No other mods in my 289070-folder are using "RandomEventType", "RANDOM_EVENT" or "DamageType" in their files. And by going back 10 rounds, and tested (doing mostly the same stuff) It crashed. Then i went back to the same auto-save, and tested with the file RandomEvents_StormTweaks.xml disabled in your modinfo. After a few rounds new weather events occurred (could be coincident?) and I passed my crash point, even by doing the same stuff.

I'll try again soon with enable RandomEvents_StormTweaks.xml again.
ChrisMartin Mar 7 @ 3:26pm 
Thank you! I'll check for other mods, I have a suspicion.
Wish the error logs could point out what files got in conflict.

...and that Firaxis gave mod-users a tool to identify (and maybe resolve) mod-conflict.

Love your work, thank you.
JNR  [author] Mar 7 @ 1:18pm 
@Christ Martin the error is telling you about duplicates, so most likely a mod conflict. Got any other mods changing disasters?