Sid Meier's Civilization VI

Sid Meier's Civilization VI

Fantastical Map Script
219 Comments
Rerun Gaming Aug 28, 2024 @ 7:24am 
Great mod! My only complaint is that tundra seems to be non existent. It goes from snow straight to plains.
ApocRNG Aug 15, 2024 @ 4:49am 
This map generates the perfectly imperfect maps. Your spawns will always be bad, while the AI gets great spawns.

Or it's just my terrible luck.
Obb Jun 26, 2024 @ 2:45am 
It gives good results and is highly, and easily, configurable. I love this map script.

Unfortunately it seems to not take into account several mods I also love to use, so I rarely choose it now. In base game version I was almost playing exclusively on it !
Dark MAGA Jun 20, 2024 @ 9:50am 
This is a nice one
Shayleray Apr 1, 2024 @ 8:47pm 
Thanks Rex That worked nut I also was able to find another work around that let me use all my other mods. Someone uploaded an older version of the fantastical mod on the workshop and that previous version seems to have fixed whatever issue was happening. I you'd like the mod its here https://steamcommunity.com/sharedfiles/filedetails/?id=1752007598 . Hope that helps you too and i hope the mod creator can get the main mod fixed soon! Have fun playing Civ Rex!
Rex Bellator Mar 31, 2024 @ 2:12pm 
Okay I have good news, I am pretty sure I figured out the cause of the startup error at least in my case. Apparently map scripts don't play well together even if you're not using them to generate a given map.

I disabled PerfectWorld, DetailedWorlds, and Shuffle++ and I've been able to get games started without a problem with all my other mods enabled. I hope @Shayleray sees this.
Shayleray Mar 29, 2024 @ 4:35pm 
Having the same problem as Rex Bellator. Any solutions?
Rex Bellator Mar 24, 2024 @ 7:46am 
As I said in my previous comment I love this script but I do get errors with it, this is from the LUA log. Couldn't start this game

Runtime Error: D:\Games\Steam\steamapps\workshop\content\289070\1364181027\Fantastical.lua:8114: function expected instead of nil
stack traceback:
D:\Games\Steam\steamapps\workshop\content\289070\1364181027\Fantastical.lua:8114: in function 'AddTerrainFromContinents'
D:\Games\Steam\steamapps\workshop\content\289070\1364181027\Fantastical.lua:8237: in function 'GenerateMap'
[C]: in function '(anonymous)'
Lua callstack:
Runtime Error: Call to GenerateMap() had errors
stack traceback:
[C]: in function '(anonymous)'
LoadScreen: OnLoadGameViewStateDone
Rex Bellator Mar 20, 2024 @ 3:45pm 
This is an amazing map script and just what I was looking for. Thank you!
HystEric Oct 6, 2023 @ 9:18pm 
doesnt work for multi player
BlackLight Jan 21, 2023 @ 4:31am 
@Petrichor Oh. I haven't. I'll try on my next game. Thanks.
Petrichor Jan 20, 2023 @ 6:59pm 
@BlackLight have you selected "fantastical" as the map type?
BlackLight Jan 12, 2023 @ 6:56pm 
The customization menu isn't showing up even if it's the only mod enabled.
jermapilled Nov 10, 2022 @ 12:18am 
Incredible map script mod.
Frosum Aug 19, 2022 @ 10:45pm 
I love the map, the sheer amount of customization blows perfectworld out of the water. My one complaint is that the maps tend to be massive for the given size- it takes ages to find neighbors on standard sized maps, I've started to play on tiny and add 2 extra players just so that I can border other civs before I have 10 cities down.
m  [author] Jun 9, 2022 @ 10:08pm 
Thank you for figuring that out, Castlor! The script is in a weird state, where a major overhaul I was doing is halfway implemented, and it's been way too long to remember what exactly I was doing. I might just make your change to the version that's uploaded here.
Ada Jun 9, 2022 @ 7:08pm 
Found the cause. The script calls TerrainBuilder.StampContinents() twice, causing the map to paint double the continents it should normally have. If the map ends up with more than 8 continents, the strategic resource generator fails because there are no preset weights. If you comment or delete the TerrainBuilder.StampContinents() at line 8250, it seems to paint the normal amount of continents.
Ada Jun 8, 2022 @ 7:55pm 
I'm having trouble where the map seems to have very few strategic resources, even when I'm only using official DLC besides this script. For instance, on a Huge map, I'm seeing only around 10 sources each of iron & horses, whereas normal maps have around 60-80 sources. Trend seems to hold for all strategic resources except oil, likely because it can spawn on coast. I've tried changing up the config between continents, archipelago, & land-only maps with various climates, but I haven't had any luck. The map script itself doesn't seem to have any special method for resources, so I wonder if something about the script is messing with the default resource generator.
marzipan Mar 24, 2022 @ 6:35am 
I love your script! Thank you for sharing it with us. Are there are some lines in the script I could edit to shrink the map size a bit?
Ripz Jan 30, 2022 @ 10:44pm 
Seems the only setting that even creates ocean tiles out-land is the "Ocean Rifts" setting, and im guessing that creates straight vertical rifts first, and then horizontal ones second, ending up in mainly vertical land masses. Really sucks, i would love to use this mod for the regions but the vertical-ness of most land is ugly not fun to play. If it weren't for that, I'd use this script every time, but for now I'd only use it for single continent games.
Ripz Jan 30, 2022 @ 10:44pm 
i absolutely LOVE how this script generates regions of terrain, so things arent just randomly thrown together all over the place like in the base game, but actually have cohesion to each region. Thats EXACTLY what I was looking for. Makes things easier to look at, prettier to look at, and more impactful to navigate and play on.

BUT unfortunately when trying to get multiple large land masses separated by ocean, it seems the vast majority of settings result in long vertical strips of land and not much horizontal. I think the generator divides land masses too much vertically and not enough horizontally, you can tell there's just vertical strips of ocean separating everything.
Mazisky Oct 2, 2021 @ 3:08am 
This, along with Perfect World is the best script mod I've used.
Zyxpsilon Apr 6, 2021 @ 12:13am 
Well.. i somewhat gave-up on this last month -- but if i have to choose between Suk's stuff and this, i would prefer keeping track of my current entire list of (stable enough) mods.
Nonetheless.. i'll run some more tests with various other mods deactivation.
Thanks anyway.
Zegangani Apr 5, 2021 @ 12:50pm 
@Zyxpsilon Apparently, the Issue comes from CachedQuery Function, and more exactly from results table that seems to have an Issue with "Id" (I don't have any Clue why - I never tried this kind of things). The Mod conflicts also with Suk's CivSelectionScreen. I suggest you disable all Mods and try to make this Mod work by it's own first, then try it with other Mods. Hope that narrows down the circle of possible sources of the Issue.
Zyxpsilon Mar 2, 2021 @ 6:32am 
That's alright.
From now on.. the trick would be to find which option fails exactly. I'll take a quick look at your LUA coding & try to determine "something" but i doubt i'll succeed. Eventually, it will all be up to you to figure this out through debug steps.
No rush.. if you find the flaw and can fix it -- that should be good for everyone.
Thanks anyway.
m  [author] Mar 1, 2021 @ 10:16pm 
Sorry, zyxpsilon, and thanks for giving me the info. What has me confused is that according to the Lua.log, the map script executes just fine, and the crash occurs before the map script even loads, in advancedsetup. I assume this means advancedsetup doesn't interact well with one of the map options that Fantastical has. I know this isn't that helpful of an answer. I probably shouldn't have offered to help--I have a bit too much IRL to deal with at the moment.
Zyxpsilon Mar 1, 2021 @ 9:10pm 
Soooooo... @ForeverNoob -- any results (good or bad) after two weeks?
Zyxpsilon Feb 17, 2021 @ 1:32pm 
Okay.. essential files are into this Zip hosted in my DropBox server. Click on the link below...
(( https://www.dropbox.com/s/ycvzjtyq9n4suhm/Fantastical_DebugLogs.zip?dl=0 ))

1) I guess the best hints can be found from line #10011(...) of the Lua.Log into a small "Runtime Error:" section. Basicly, some notes about AdvancedSetup options & other C6 Scripts (SetupParameters) + FrontEnd (PlayerSetupLogic) functions. Possibly?!

2) I've included such reference LUA sources to ease your analytic tasks ahead.

3) Modding.Log is also in the zip for extra details of my PC conditions.

4) If you want to try reproducing that specific game context -- the Fantastic-Debug.Civ6Cfg file could be used to reboot with my Init Fantastical/Parameters. Firaxis popup (warning about Mods, etc) should occur as soon as the usual sequencing finish & then, crashes.

If you have any requests, feel free to ask.. good luck solving my little crashing problems!
Thanks in advance.
Zyxpsilon Feb 17, 2021 @ 8:48am 
Will do.. and return here to "upload" that file -- soon. Thanks.
m  [author] Feb 16, 2021 @ 6:41pm 
If you can edit the script, set DebugEnabled = true, and message me a Lua.log of it crashing, I might be able to figure it out
Zyxpsilon Feb 16, 2021 @ 12:59pm 
I was looking forward to replace the oldish EvilVictor's "Detailed Worlds v2.12" which hasn't been updated since 03/2019 -- with your scripted stuff... but sadly, it keeps crashing for variable reasons.
Fairly sure there might be a conflict with one of my 30+ other active mods. I went through the usual scan of LOGs & associated principle(s) hints that anything else could interfere with such re-mapping logic without luck.

Although .. i'm seriously leaning towards Sukritact's "CivSelectionScreen" since it is already known as being tough on any Mapping scripts device (that also hook to the Advanced-Setup menu options) like Gedemon's YnAMP.

Maybe it's even some very recent Civ6 DLC that screwed up something, etc.

Going to have to wait for later version.. until someone can confirm similar flaws or can identify the real cause.
m  [author] Dec 20, 2020 @ 10:43am 
Maadao, the problem you described is caused by gathering storm's volcano placement code, of all things. I'll update to fix it soon
Maadao Dec 11, 2020 @ 5:43am 
I love this map generator, only gripe I have is that it seems to generate resources (and features like woods) on the same tiles as mountains. I've had a few 'seemingly decent' starts that would've been amazing had that one lux not been trapped inside of a mountain. I've been going through the lua file to see if some re-ordering would do the trick, but it's honestly just a bit too complicated for me to fix. Other than that, great mod!
AzteQ Nov 12, 2020 @ 10:12am 
It's much more stable now! I've even been running on Colossal size with no issue but it takes a long ass time to load. By the way, there are a lot of things I really like about this map generator. It does a lot of things the others don't do!
AzteQ Nov 10, 2020 @ 4:40pm 
Okay I'll try it out tomorrow possibly
m  [author] Nov 10, 2020 @ 4:21pm 
Give this recent update a shot. It might've been odd map dimensions in nonwrapping maps causing a problem. But I'm not sure.
AzteQ Nov 10, 2020 @ 4:09pm 
nope. Single player. Disclaimer: I do go into the lua and change the oasis percent to 0 because I absolutely despise oases and never want to see them in my games.
m  [author] Nov 10, 2020 @ 12:13pm 
Ahh, i see. Are these multiplayer games?
AzteQ Nov 10, 2020 @ 11:23am 
world wrap is off
m  [author] Nov 10, 2020 @ 11:19am 
Azteqc, what do you mean by "the region map"?
AzteQ Nov 10, 2020 @ 11:03am 
Somehow I'm getting random crashes even on smaller worlds after only a few turns... I have Gathering Storm and also I'm not using any random options but I am using the region map usually
m  [author] Nov 7, 2020 @ 3:28pm 
Good question. I suspect it's one option that's causing the problem, but I'm not sure yet what that option might be.
Getefix Nov 7, 2020 @ 12:14pm 
without gathering storm, how random can i get without it crashing?
m  [author] Nov 7, 2020 @ 7:39am 
Just did a few tests, and in my tests the all-random crash only occurs without Gathering Storm enabled, which is very strange. Also, the Lua.log shows that the map generated just fine, and the game crashes while loading the UI prompts. For now, unfortunately, I can only suggest you enable Gathering Storm if you have it.
Getefix Nov 6, 2020 @ 1:30pm 
hi, i put everything i could on random and i think its causing an error starting game? i have no other mods active and ive tried disabling all DLC so i know this mod is the cause, its a shame because i really want to play on a totally random, crazy map
m  [author] Oct 26, 2020 @ 2:50pm 
@Valak updated so that Wet rainfall shouldn't create deserts
AOM Oct 25, 2020 @ 7:54pm 
Hey @Forever_Noob, thanks for updating! We have edited the description of the outdated fix to direct people back here and changed the visibility to "Unlisted".
m  [author] Oct 25, 2020 @ 2:23pm 
I was wrong, it was caused by something else. There can now be more than one river name on the map. Still sometimes there's a rogue label nowhere near a river, which I can't figure out
m  [author] Oct 25, 2020 @ 1:26pm 
my guess is that the weird river shapes do something odd with the game's map label script, but maybe not...
《Zytronium》 Aug 4, 2020 @ 8:31am 
@that odd flex guy yes. and every river is the same name. ive seen 5 "meta river" labels in the ocean