Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Very Few Islands
File Size
0.003 MB
Oct 29, 2015 @ 5:35am
Nov 7, 2015 @ 11:15am
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Very Few Islands

This mod (requires Rising Tide) contains a map (based on Tiny Islands) that produces an ocean world with very few islands which are mostly 1 hex and a few that are 2. Select "Advanced Setup" and change the ocean level to "High" to achieve the smallest possible number of islands, around 20-24 single hex islands.

-- Suggested Usage --
After the mod selection screen downloads the mod, exit Civ BE, go to the mod directory ("My Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS\Very Few Islands") and copy the file "Very_Few_Islands.lua" to the user Maps directory ("My Documents\My Games\Sid Meier's Civilization Beyond Earth\Maps"). Restart the game and go into the mod selection screen and make sure the mod is NOT selected, as that would result in the map script being listed twice.

This allows you to use the map script with or without mods, which is great if you just want to try a new map without going through the whole "loading mods" business.
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Captain Autismo Nov 12, 2017 @ 4:13am 
after about 3 tries it works fine for me now its a lot of fun thanks
gkarjr  [author] Nov 12, 2017 @ 3:16am 
I'm pretty sure it's not the map script itself. If a map script has any problems, they'll show up before the game ever starts. Once you get to turn 1, the map script is done. I suspect you have some other mod that just doesn't like this nearly all-water map. For example, maybe a mod is expecting there to always be land next to a city that has been founded on one of those one-hex islands and crashes when it doesn't find it.
Captain Autismo Nov 10, 2017 @ 12:00pm 
it crahses at turn 14 every time ideas?
Caligula Apr 8, 2016 @ 6:06pm 
Honestly,i feel like if you use this with a no water landing mod would cause what i like to call "everything going to hell,if hell was another planet".so it would be awesome.
Commie-Saskia Feb 27, 2016 @ 4:05am 
Well if you're playing on achipelago then yeah, the mod won't work because you're not using it. The mod adds a NEW map script to the map list doing game setup, if your not using it it will have no effect at all on your game
CommanderAngel1 Feb 26, 2016 @ 12:35am 
Okay, I tried the fix of copying the ".lua" file into the maps folder, but no dice.
It's weird, I don't an "issue" per se, but for all intents and purposes it's as if I have no mod installed at all, like I'm playing a regular game.
CommanderAngel1 Feb 26, 2016 @ 12:20am 
The mod doesn't work for me (Windows 10)
To clarify, it doesn't crash, it just does... nothing.
Everything plays like a regular game, but there are still continents and such, even on maps where there shouldn't be continents, like Archipelago maps.

Sea Level: HIGH
Map Type: Archipelago
Biome: Lush

The only problem is that the mod has no effect.
gkarjr  [author] Feb 11, 2016 @ 7:11am 
Mashiro: The short answer is simplicity. By not using the custom version of that function the game engine falls back to the default version found in AssignStartingPlots.lua, which IMHO works just as well.

blkbutterfly74: Great workaround!
blkbutterfly74 Feb 8, 2016 @ 9:29am 

Copy the .lua from the MODS folder into ~/Library/Application Support/Steam/steamapps/common/Sid Meier's Civilization Beyond Earth/Civilization Beyond
Commie-Saskia Feb 1, 2016 @ 5:07am 
So i was looking around in your lua script and noticed that the "function AssignStartingPlots:PlaceSeaResources" doesn't appear in it, but it is in the atlantean, archipelago and tiny islands scripts, is this unintentional or do you have a reason for not including it?