Sid Meier's Civilization VI

Sid Meier's Civilization VI

133 ratings
Nere's Inland Flooding and Climate Change
Type: Mod
Mod: Gameplay
File Size
0.011 MB
Mar 22, 2019 @ 1:21pm
Dec 13, 2019 @ 5:27am
5 Change Notes ( view )

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Nere's Inland Flooding and Climate Change

Version 1.3 - See change log to the right of the pictures

Happy that Climate Change barely matters, and is only ever so slightly noticeable for a coastal city? Well this mod is not for you then!

With this mod Climate Change flooding can be devastating for your civilization and all other civilizations on the planet. Entire kingdoms can potentially flood and be submerged! Are you ready to face the challenge of Climate Change? Can you build a civilization that will stand the test of time, and floods?

Note: This mod does not affect Primordial map script unless the workaround in the change log is used.

This mod will allow all map scripts (that don't already modify this) to generate inland flooding! The following types of flooding has been added:

  • Lakes can now flood if they are large enough. This might result in lakes merging with each other or even the ocean, to truly open up the map! In vanilla GS, tiles next to lakes where immune to flooding, even if it was flat marsh land, right next to the ocean.
  • Rivers can now flood (permantly!) just like coasts. This includes floodplains which could never flood in vanilla GS.
    • A river running through a hill-y area will not flood.
    • A river with lots of floodplains will (obviously) flood, and probably sooner.
    • A river mouth will flood sooner then the rest of the river.
    • Very flat river valleys will flood even far away from the ocean.
  • Marsh can flood under the right circumstances.
  • Tiles around volcanos can flood under the right circumstances. This was not possible in Vanilla GS, even if it was flat and surrounded by ocean.
  • Coasts will still flood, and will in most cases flood first.

Check out the screenshots to get an idea of the possibilities! The settler lense is activated to show the flooding indicator, which is the reason for the coloring of the tiles.

This mod also makes some supporting changes to Climate Change to make this happen, namely:
  • Flood Barriers do not scale with the number of flooding tiles, since some cities will have MANY tiles that are floodable, but increases the base cost significantly.
  • Adjusting the floodable tile percentage to better enable inland flooding.

Please leave any feedback in the comments section. I'm very interested in hearing what you think, and any suggestions / ideas!

And please rate if you like it ;-) It will help more people experience inland flooding!

  • Suggestion from [SSC] Borealis: Make an "extreme" version with 2 tile flooding "range"
  • Suggestion from Kurisu Shirayuki: Make a "hardcore" version which floods almost everything?

Incompatible mods
I can't test every mod, but I read all comments, and if you report something not working I will look into it and add it to this this. So far the following has been reported and tested as not compatible:
  • None known! Primordial map script from Firaxis requires a workaround (see comments or changelog)

I also recommend checking out my other mods

Better World Congress : Improves the World Congress by reworking most Resolutions. Generally, if you pick the right side (A vs B) you will get some part of the effect, while the actually winner will get an even more powerful effect. Upping the stakes also helps to make WC feel more interesting and impactful.

Rebalanced Secret Societies : rebalances the Secret Societies to reduce power creep, enhance flavor, making them more equal. Includes malus to give some hard choices and rework of Voidsingers to avoid AI issues!

No normal camps - bug fix : fixes the bug in Barbarian Clans mode where barbarian camps turns into "normal" camps, and cant be interacted with, cant turn into city states and dont spawn units.

Better Barbarian Clans mode : makes several changes to the Barbarian Clans mode. Mainly makes snow camp less likely, and make conversion to CS slower unless some major civ (such as you!) actively help them.

Seven Seas : increases the amount of water on the Seven Seas map, to avoid each of the "seas" to simply be small lakes which only have 1-2 civs on it's shore.
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Kurisu Jul 6 @ 11:50am 
Is there a way to make tile floods raze flooded cities?
Kurisu Jul 4 @ 7:47pm 
omg you put my name in the desc! :)
Kurisu Jun 18 @ 1:10am 
hmm ok will do thanks
Nerevatar  [author] Jun 18 @ 12:15am 
If you have a floodable river (as in the tile can be submerged) you can also build the flood barrier. Try to check ownership of the tile, since it might belong to an unexpected city.

This behavior is hardcoded so it can't be changed.
Kurisu Jun 16 @ 12:19am 
I have noticed when playing with this mod you are unable to build flood barriers when you have no coastal flooding tiles, meaning if you are inland with a floodable river, you are screwed. I would love if there was a middle ground between this mod and vanilla where it flooded not just the coast tiles but not too far.
Nerevatar  [author] Apr 23 @ 11:28pm 
First of all: That is very kind of you!

Secondly: The reason I don't plan on buying it is a matter of principle since I believe it is such a low effort mode, and I don't want to support that. Vote with your wallet and all that. Having you gift it to me would defeat that principle. Sorry for being a party pooper.
Calibrated Mar 30 @ 1:57pm 
i could gift it to you?
Nerevatar  [author] Mar 30 @ 12:29pm 
That would be a very cool late-game super-weapon! Taking a quick look at the Apocalypse mode files it would probably be possible to make something like this re-using some Soothsayer logic. But since I don't own Apocalypse mode and don't plan on buying it I won't be able to create it, sorry.
Calibrated Mar 29 @ 11:22pm 
ooooo weather controller devise!! can you imagine creating hurricanes to "nuke" your enemies? I can.
mandibuzz lightyear Mar 25 @ 7:45pm 
that's fair! maybe we should all badger firaxis to implement that themselves lol