Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real All Disasters
58 Comments
ChrisMartin Aug 23, 2024 @ 12:27am 
@raphael
You can do this by editing the mod files your self.
Berserker Aug 22, 2024 @ 4:49am 
can you make it so you can change it like that no city is being hit by are comet or that less things (from the mod) are happening :no comets,less solar strikes,... that would be very nice
superman1988 Mar 26, 2023 @ 11:03am 
To disable comet destroying a city follow these steps (haven't actually tested yet, but should work in theory):
Subscribe/download the mod
Go to mod folder
Open the file RealAllDisasters.xml in notepad
Scroll until you locate the section <RandomEvent_Damages>
For the random comet comment out this line:
<Row RandomEventType="RANDOM_EVENT_COMET_STRIKE_RANDOM" DamageType="CITY_DESTROYED" Percentage="101"/>
***To 'comment out' the line put <!-- before it, and --> after it, so that it now looks like this:
<!--<Row RandomEventType="RANDOM_EVENT_COMET_STRIKE_RANDOM" DamageType="CITY_DESTROYED" Percentage="101"/>-->
Optional, repeat for the RANDOM_EVENT_COMET_STRIKE_TARGETED
Ingolenuru Jan 19, 2023 @ 4:51pm 
Unlucky enough that you need to restart the map. What about in the late game when your 30 population city poofs into smoke. I think they need a satellite function or a missile or rail gun option that can protect from that devastating occurrence. The US Navy already has a rail gun system.
infixo  [author] Jan 19, 2023 @ 4:22pm 
@ingolenuru All events are randomly generated and treat all players the same. On "normal" setting there would be 2 comets hitting cities and 2 comets hitting randomly the map. In the entire game. If you get hit in the Ancient era and your city gets destroyed... well, you are very unlucky simply. That's the nature of RNG. For comparison, there are 28 droughts, 30+ tornadoes and hurricanes, and a single volcano can erupt up to 8 times.
Ingolenuru Jan 19, 2023 @ 3:57pm 
I agree with OxBoman. Destroying cities, especially during the Ancient Era, is disastrous. Do your enemies have the same chance of being annihilated as you do? You build for Wonders in a city and it gets destroyed? I can't imagine why anyone would want that in their game.
Bluesky95 Mar 27, 2022 @ 12:06pm 
seem like comet need to be more rare lol first turn on game and my city was destroyed no joke
Ripz Feb 13, 2022 @ 10:40pm 
would playing this with apoc mode add the comets and flares to happen before the final phase by any chance? and would it work with the catastrophic disaster intensity mod which increases disaster rates?
infixo  [author] Nov 22, 2020 @ 2:31pm 
Meteor strikes were ALWAYS in the base game. Firaxis however broke them and for some time they were not available. They fixed that in the latest patch afaik. This is however totally unrelated to the mod.
Diabetical Nov 22, 2020 @ 1:50pm 
They moved the meteor strikes to the base game. Not the solar flares though, so my question was dumb.
infixo  [author] Nov 22, 2020 @ 5:39am 
@diabetical Why would it be? Did Firaxis move extra disasters to the base game?
Diabetical Nov 21, 2020 @ 6:37pm 
Is this obsolete after the October update?
ChrisMartin Sep 7, 2020 @ 4:18am 
Edit: This randomness need to be looked into. My latest game, huge map with over 5500 tiles (-66% sea tiles (why no comet strike in ocean tiles, with flood-able tiles flooding around the world?) = about 1500 land tiles excluded mountain tiles) and 3 comet has fallen... Had a quick look in the mod-files, 2 random and 2 targeted comets are in the game (I'm using lvl 2). But all 3 have wiped a city, so this extreme bad luck can't be for real? I do have my fair share of forest fires, blizzards, storms, droughts, river floods, volcano, every 5-10th turn... but only 2 Meteor showers and 3 comet strikes, in over 840 turns out of a 1500 game. This can't be right... Can a this be corrected? (I have edited Maya/Grand DLC file to have vanilla disasters in non-Apo mode.)
Any suggestion how to adjust this within mod files?
Roach Aug 23, 2020 @ 5:09am 
wait did they patch removed forest fires and all disasters that "disables" this mod with ethiopia patch and is there any fix for it that works 100%?
Galindus Aug 6, 2020 @ 12:58pm 
@infixo -- Yeah, you might be right. I would need to check later when I have a chance as well. I dug into the files when the Apocalypse mode first came out to just see what was powering it, but didn't even attempt to mod it and cannot remember if it was hard hard coded or flexibility that could be driven. Even if left at level 4, it would be a win to just not have the soothsayers and "Appease the Gods" stuff that basically the AI appear to prioritize. Thanks for checking into it. For how I play -- taking out the ATG and soothsayers would make this an "always on" mode.
infixo  [author] Aug 6, 2020 @ 12:50pm 
@galindus
I am not sure about adding normal intensities to the Mode. For some reason they are disabled, I’d need to first check why. Then see if it is feasible. That’s a whole new idea.
Galindus Aug 6, 2020 @ 12:36pm 
@infixo -- that would be awesome -- could you also mod the mode to allow for disaster level 3 or 4 (use of the scale on the advanced setup) based on your definitions (3 - more severe less light, 4 - only severe)? If so, that would be an interesting add to this -- and allow the best of both worlds, a modded mode taking away IMO the silly stuff, and the base game adding the good stuff.
infixo  [author] Aug 6, 2020 @ 12:24pm 
@galindus
So... make a mod to a Mode? Neat idea actually, didn’t think about it. And answer to you question is: it would be easier to remove Soothsayers and Appease the Gods from ApoMode than add the missing ApoMode logic to the base game.
I actually could add to this mod the removal for the Mode. So, eventually if you enable RAD and switch on the ApoMode, then you would have full Apocalypse without Soothsayers and AppGods.
infixo  [author] Aug 6, 2020 @ 12:18pm 
@adriaman No, you were just unlucky.
Galindus Aug 6, 2020 @ 10:52am 
@infixo -- Great mod like many of your other mods. I wanted the other disasters to be in the "core game" but not have to deal with soothsayers and be able to make the disaster level 3 vs. 4 (as I think 4 cripples the AI). The only other feature I would like to have is the disaster intensity increase (ala Apocalypse mode) once the world hits level 7 climate change. From the work you have done, would it be easier for me to modify Apocalypse mode to remove the Soothsayers and "Appease the Gods" contests (and allow for disaster level 3) or add from Apocalypse mode the features associated with level 7 climate change?
Adriaman Aug 6, 2020 @ 10:43am 
Do you know if the game is biased towards the player? At turn ~200 a comet wiped out my capital, and there wasn't any other comet until at least turn 300. :angryskull:
Roach Aug 6, 2020 @ 9:51am 
ah alright cheers man
also i did increase 2 lines for more hex damage liek you said from 1 to 4 that should be aight?
infixo  [author] Aug 6, 2020 @ 8:15am 
@roach Bring back what? Comets? See post below - issue with Ethiopia DLC (Firaxis). Cannot be fixed in the mod.
Roach Aug 6, 2020 @ 4:57am 
@infixo is there a way to bring those back? i loved this mod it was scary AF when comet deleted cities
ChrisMartin Jul 29, 2020 @ 12:25pm 
I would underline that my last game was on pre-Ethiopian game, since I played in Steam-offline.
So when you mention it; Are 150 turns in a 1.0.3.31-game, with only volcano's and floods to fear.... Sad
Adriaman Jul 29, 2020 @ 12:18pm 
I see, thanks!
infixo  [author] Jul 29, 2020 @ 11:55am 
infixo  [author] Jul 28, 2020 @ 9:39am 
@adrianman GCM DLC was not enabled most likely. All those disasters are added by that DLC.
Adriaman Jul 28, 2020 @ 5:48am 
In my last game (lakes maps, disaster level 2) I got no forest fires, no meteors, no comet strikes and no solar flares after ~400 turns. As if I was playing pre-frontier pass.

Any ideas? I don't think it is this mod's fault, but who knows.
ChrisMartin Jul 27, 2020 @ 12:52pm 
The Firaxis "randomness" can take a walk in the woods. In my latest game, I had 4 comet strikes, 3 of them hit 3 City States, all 3 next to each other... With over 1000 tiles on a huge map, why are only land tiles hit? And why always at least one city (of any civ) out of 3-5 strikes?
The last one hit my nr 2 city, just when I was about to get myself in the top 3 list of Civs, and actually had a chance to win some kind of victory with this game on Deity... Did I mentions I managed to build Petra in this city?
It was a rage quit, and start up a new game....
Galindus Jul 21, 2020 @ 6:30pm 
Infixo and Tigranes -- Or maybe a different idea -- incorporate this into apocalypse mode, but allow users to select the disaster intensity in apocalypse mode (instead of automatically 4, it could be 3 or 2), and then when you hit climate level 7 -- it moves automatically to default apocalypse mode. Infixo -- keep up the great work, I'm hoping you can do something with the upcoming secret societies as well.
Galindus Jul 21, 2020 @ 6:28pm 
Infixo and Tigranes -- I think this mod addresses what I am looking for, in terms of having additional disasters without having to deal with the soothsayer nonsense and the appease the gods. With that said -- I would like to see the option where if you get to climate change level 7, it does start to increase the frequency of disasters (meteors, solar flares, etc.) commensurate with Apocalpyse mode.
infixo  [author] Jul 16, 2020 @ 8:39am 
@osiyeza To increase the number of destroyed hexes by comet, in RealAllDisasters.xml go to lines 45 and 46. There is Hexes=“1”. Put another number. I don’t think the game supports events “in addition to”. Each event is separate and has specific probability Assigned depending on disaster level. Engine selects them.
o_siyeza Jul 16, 2020 @ 4:51am 
Thanks. I love it.

Is it posible to configure the hexes damaged by the comets? I kind of want 4hexes comets, maybe having light and severe commet strikes in addition to catastrophic ones.

Also I deffinitely would love it if you decide to add any kind of late stage punishement, or even carrying the comet rain from the AM in this or other mod.
infixo  [author] Jun 22, 2020 @ 11:24am 
You can’t control the disaster location in the game, they are random.
墨影斋主人 Jun 22, 2020 @ 11:09am 
That is great! But what if I wanted to be free to control the location of the scourge? Can you implement this idea?
infixo  [author] Jun 19, 2020 @ 7:21am 
@tigranes Perhaps, the idea is not bad. The mechanism used in the apocalypse mode can be ported to normal games and e.g. it is possible for solar flares to happen more often. I don’t know if I will do it here, I want to keep this mod very simple for now.
Are there more people who would like to have such feature?
Tigranes Jun 19, 2020 @ 6:30am 
I really think human player needs to get punished for polluting -- something very bad needs to happen on stage VIII even without Apocalypse mod.
infixo  [author] Jun 19, 2020 @ 6:26am 
@tigranes It's not the apocalypse mode, it doesn't trigger with stage VII. It adds those disasters just like any others - they can happen at any time, randomly. They are just quite rare. And yes, you can activate mid-game.
Tigranes Jun 19, 2020 @ 6:15am 
Do we have to implement this mod from the very beginning of the game? I added this midgame and nothing happened: after I reached stage VIII completely ignoring greenhouse effect thanks to 160 faith worth flood barrier (must be broken) -- nothing happened.
infixo  [author] Jun 19, 2020 @ 6:05am 
I my current game the Severe Comet has just hit and destroyed the only Cultural City-State on the entire map. lol
Tigranes Jun 16, 2020 @ 6:57am 
Here is another much more simple idea implemented in Civ4 -- mouse over the resource tells the player if he has any and how many.
infixo  [author] Jun 16, 2020 @ 5:07am 
Auto-selling resources actually fits quite nicely into this idea, thank you for that.
Unfortunately implementing it is very difficult as all trade interactions go via complex UI calls plus there are a lot of special events that trigger the popups. It requires a lot changes to trade and diplo related windows.
infixo  [author] Jun 16, 2020 @ 5:04am 
@tigranes I keep a file with ideas for mods, and game improvements. It is a long file atm :) but there is something I call Trade Deal Manager. Its main function is to automate some interactions with AI, so they don’t bother you with popping windows. Example: you don't wanna sell aluminum, you set it as no-sell, and every time asks you for aluminum, the mod says no for you in the background.
Tigranes Jun 16, 2020 @ 3:42am 
Anyway, here is idea to improve our lives even more: automatically suggest best deals for your inventory. Why should I go around bargaining with world leaders trying to sell my extra 20 coal? Let the UI shop around and suggest deals which I can pick from in one click, without even opening leader's screen.
Tigranes Jun 16, 2020 @ 3:36am 
In reality your mods fall in 2 categories: quality of life for human player, like better report screen and tweaks to vanila rules, like Nobel prize. Those quality of life mods are not mutually exclusive and run good together.
infixo  [author] Jun 16, 2020 @ 2:24am 
@tigranes No can do. Most of my mods have totally different goal and thus appear to different groups of people. Merging them would require internal switching on/off which would be more troublesome than just subscribing to the ones you want. So, lots of work with little value added.
Tigranes Jun 15, 2020 @ 12:31pm 
I really love all you mods! Can you please combine them in some mastermod so I do not need to subscribe to 20 items?
infixo  [author] Jun 14, 2020 @ 1:59pm 
@beedham Yes. It creates there a 1-tile lake that has no yields and is impassable. Basically, a hole in the ground.