Sid Meier's Civilization VI

Sid Meier's Civilization VI

Savannah
115 Comments
imiami Dec 8 @ 11:49am 
I apologize, I tested it again, the problem is clearly not in your mod. Even with all mods disabled on some maps (not necessarily TSL), the game sometimes prevents dams from being built. Moreover, I did not find any dependence on the type of map, floodplain or anything else. Moreover, often on the same map, some cities can build dams, while others cannot.
JNR  [author] Dec 8 @ 9:09am 
Were you playing a TSL map made by Firaxis? You can't build Dams on those.
imiami Dec 7 @ 12:51am 
For me, this mod blocks the ability to build dams on desert floodplains. I'm not 100% sure that the problem is with it, because more than 200 mods are used in total, but it is possible to build dams on maps generated with only this mod disabled. With him - not.
slinx Sep 14 @ 8:15pm 
This mod is awesome, it adds much needed flavor and variety to otherwise bland desserts in a really natural way. They look so much better and its easier to inhabit dessert areas early on now.
Konflusius Katsuo Sep 14 @ 2:40am 
This is really cool. I haven't tried it yet, but i love savannahs and this sounds like a very well balanced mod with lots of interesting gameplay changes!
@fenvaro it says in the description that resource mods are compatible and that lions do spawn there
fenvaro Aug 16 @ 4:48am 
It would be good to add cooperation between Savannas and the Resorcefull 2 mod. So that lions, for example, could appear in the Savanna. And some other new resources.
JNR  [author] Apr 12 @ 3:27am 
Seems like it but idk if there are any hidden obstacles to take care of. Never tried it though and don't plan to.
Spud Maat 🐨 Apr 11 @ 5:09pm 
thats a shame.
is it something that could potentially be fairly easy added in?
JNR  [author] Apr 9 @ 1:29am 
No, they cannot.
Spud Maat 🐨 Apr 8 @ 6:23pm 
Can builders plant savannah?
Madisonian Jan 31 @ 5:34pm 
Thanks for the info. I ended up going through the map and manually adding Savannah tiles to GreatestEarth, but then Savannahs didn't spawn any of its resources so I had to manually place some of those in too lol. Tedious but now the world feels complete with all the modded Features finally there.
JNR  [author] Jan 30 @ 4:09pm 
No it's just a difference due to how the features are added. Savannah is added by changing the forest placement script. Premade maps don't use that script. Swamps are added with the floodplains script. I think custom maps need to run that one to actually make their floodplains work as such (otherwise you get the standard Earth map issues where floodplains don't flood and don't allow dams).
Madisonian Jan 29 @ 8:45pm 
I'm not getting Savannah to load on custom maps (Greatest Earth, Saph's, etc.) but Swamp from Wetlands is, which is weird because you'd think it'd be both or neither. Spawns fine on vanilla maps though. Anyone else having that problem or is it just my mod setup?
Nightmare576 Dec 28, 2024 @ 7:18am 
Are there any civilization bonuses that affect Savannahs? Like the Malian ones or soemthing?
640 1240 Dec 14, 2024 @ 10:09pm 
Hey JNR, just want to say after coming back to CIV 6 for a couple months of every year, your mods are always part of my experience and I'm always eager to see what new things you add. Great job, you're a pillar of the mod community.
Fangjheums Nov 18, 2024 @ 1:24am 
Is anyone else having a problem where they can't see the savanna even after turning on high detail clutter? Any advice on how to fix it? Thanks in advance.
NuDDen Sep 27, 2024 @ 1:36pm 
Building a camp on Savannah doesnt trigger the eureka? Just me?
BDFSMinotaur Sep 19, 2024 @ 5:52am 
Sorry for the late response, thanks JNR. I had no idea there was an asset limit.
JNR  [author] Sep 18, 2024 @ 3:09pm 
Yes, camps are meant to be the default improvement for Savannah. Related effects such as pantheons and wonders were adjusted to only apply to Camps on resources though to avoid making them OP.
tampaxlollipop Sep 18, 2024 @ 2:17pm 
Great Mod!

Something I noticed however is even when there isn't any visible resource on the tiles, camps can still be created. Is this intentional? If so, what would be the safest way to disable that feature?

Thanks!
JNR  [author] Sep 16, 2024 @ 11:31am 
that's the asset limit and nothing about these mods specifically
BDFSMinotaur Sep 16, 2024 @ 10:49am 
I believe this may be causing visual glitches on some natural wonders like the arch?
Nahueformaline Sep 10, 2024 @ 12:32am 
Good mod :D. More Biomes!
TheSelfRevengingDeed Sep 9, 2024 @ 11:06am 
noticed that since Oasis are placed after Savannah, there are a lot fewer Oasis spawned in games due to Oasis placement rules

noticed that the Savannah placement code to check for adjacent Oasis is clutter due to above-mentioned order of feature placement

however, im still seeing occasional plains/grassland with Savannah instead of just desert (could be because the placement code is shared with Forest code?)
JNR  [author] Sep 8, 2024 @ 8:28pm 
Correct, it uses the same tree cover percentage as the algorithm for placing woods, which itself is influenced by humidity. I did also find Savannah a bit too common though, so I might reduce it to 80% or so.
Yūro Akiba Sep 8, 2024 @ 6:24am 
it's probably related to humidity
Zuro Sep 8, 2024 @ 6:19am 
Hi, amazing mod, is there a way to reduce amount of savannah ? cause most of the time i get entire deserts covered by savannah.
JNR  [author] Sep 1, 2024 @ 10:34pm 
The feature removal issue and missing camels are fixed.
JNR  [author] Sep 1, 2024 @ 6:45pm 
Oh I see, for some reason Gold in that mod is marked as "MustRemoveFeature=1", most likely because that's the default value if you don't manually set it to 0. Basically, Gold will *always* require the feature under it to be removed before you can improve the resource, but only Savannah even puts it on a removable resource. Will fix this soon.
faolanthehedgehog Sep 1, 2024 @ 6:05pm 
The resource was Gold from Sukritact's Resources, which of course isn't part of the base game, so there would be no Improvement-Resource combination for that unless you decide to add that compatibility later on.

Other than that, LOVE this mod. Makes my Petra cities that much better. :P
Yūro Akiba Sep 1, 2024 @ 1:36pm 
i think they're referring to diamonds. they spawn on jungle
JNR  [author] Sep 1, 2024 @ 7:47am 
Which resource is that? Because whether or not the feature has to be removed isn't something set per feature but for each Improvement-Resource combination, regardless of feature.
faolanthehedgehog Aug 31, 2024 @ 8:01am 
Possible improvement: If there is a luxury resource that requires a Mine, we're able to place a Mine on that resource without removing the Forest or Jungle. However, the Savannah feature currently needs to be chopped down in order to place a Mine on a resource.
Yūro Akiba Aug 21, 2024 @ 3:16pm 
yes
Ateteu_ Aug 21, 2024 @ 8:19am 
is this compatible with the civ v skin mod for the map?
Clarke's Third Mage Aug 19, 2024 @ 6:19pm 
This mod has a case sensitivity issue on Linux. By default, when attempting to start a new game, you will get the error message, "One or more of the startup scripts has an error. See lua.log." This is worked around by creating an all-lowercase symlink of the file XP2/FeatureGenerator.lua (so that's, "featuregenerator.lua," in the same folder, pointing at the original file).
Justin Aug 19, 2024 @ 12:33am 
thanks for uploading
YouCanCallMeMarmelade Aug 17, 2024 @ 4:30pm 
Tight
weraptor Aug 13, 2024 @ 4:12am 
thanks for the compatibility update!
JNR  [author] Aug 12, 2024 @ 3:43pm 
That's the low-detail fallback. Enable high-detail clutter for their proper appearance.
YouCanCallMeMarmelade Aug 12, 2024 @ 3:37pm 
I don't know what's doing this but my savannas look a whole lot like rainforests. It's probably a problem on my end, maybe something to do with the asset limit.
JNR  [author] Aug 12, 2024 @ 2:42pm 
Now includes Savannah regions and a new identity type for Sukritact's Urban Identities. Check out the change notes for details.
Max Jul 28, 2024 @ 3:28am 
we need more mods like this ! :steamthumbsup:
Yūro Akiba Jul 17, 2024 @ 5:04am 
Is it compatible with your build districts in forests/jungles mod?
JNR  [author] Jul 14, 2024 @ 7:00pm 
No, just like rainforests, savannah are only available as a natural vegetation cover.
Skidee Jul 13, 2024 @ 8:58am 
Can Vietnam plant savannahs with medieval faires?
JNR  [author] Jul 13, 2024 @ 7:04am 
Yes, didn't realize I forgot to add that to the description. Savannahs are improved by Camps instead of Lumber Mills. Temple of Artemis has been adjusted to require Camps over resources specifically.
Kilkakon Jul 12, 2024 @ 9:23pm 
Had fun with them, thanks for the mod. Is it just me or can you build camps on savannah without there being a resource on them?
JNR  [author] Jul 11, 2024 @ 5:05pm 
@SaxRLine: Shuffle++ is now supported. PerfectWorld uses a completely unique feature generation algorithm. Due to the climate simulation it uses for both terrain and feature, it's not straightforward to spawn savannah analogue to forests, so I'm afraid I won't be able to make it compatible for now.
JNR  [author] Jul 11, 2024 @ 3:48pm 
Any map that generates a) lots of forest and b) lots of desert. Savannah is placed according to the same map generation parameters as forests, just the terrain eligibility check will put one on plains/grass/tundra and the other onto desert.