Sid Meier's Civilization VI

Sid Meier's Civilization VI

Arborea - World-wide Forests Map Script
10 Comments
Cubic_llama  [author] Mar 25, 2024 @ 7:50am 
from limited testing, yes.
starverse Mar 25, 2024 @ 12:57am 
Does this works with got lakes?
Hoshi Mar 19, 2024 @ 3:28am 
screams in endless wildfire xD
Cubic_llama  [author] Mar 15, 2024 @ 8:15am 
I've restructured the way the mod works, so it should now be compatible with any* map generation script you have as an option, complete with their respective generation parameters.

*Calling other generation scripts is quite hacky, and very sensitive to unconventional code layouts, so there are probably lots of scripts which won't work. I've added a discussion page to report this so the mod can be told to ignore them.
Cubic_llama  [author] Mar 11, 2024 @ 11:08am 
I would like to add wetlands and tilted axis and such, but first I need to work out some details with optional UI elements.

The script works by hijacking the scripts that construct each of the supported map. Fixed maps like the earth ones work fundamentally differently in A way I don't understand, and so might not be that easy to support.
Scryie Mar 11, 2024 @ 5:17am 
does it support earth maps?
demerson Mar 7, 2024 @ 5:57am 
This is a great idea!
Any chance of making Wetlands compatible?
Cubic_llama  [author] Mar 6, 2024 @ 2:54pm 
Desert woods is now supported, as is a theoretical mod which adds forests to snow tiles!
Cubic_llama  [author] Mar 6, 2024 @ 12:58pm 
It doesn't expressly support it, but the two coexist amicably; the script won't stop trees spawning on deserts during the base map generation, but it won't place any additional trees on deserts. I'll look into adding more direct support.
JNR Mar 6, 2024 @ 12:41pm 
Does it support Desert Woods?