Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nere's Inland Flooding and Climate Change
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
11.565 KB
22 Mar, 2019 @ 1:21pm
13 Dec, 2019 @ 5:27am
5 Change Notes ( view )

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Nere's Inland Flooding and Climate Change

Description
Version 1.3 - See change log to the right of the pictures

Introduction
Happy that Climate Change barely matters, and is only ever so slightly noticeable for a coastal city? Well this mod is not for you then!

With this mod Climate Change flooding can be devastating for your civilization and all other civilizations on the planet. Entire kingdoms can potentially flood and be submerged! Are you ready to face the challenge of Climate Change? Can you build a civilization that will stand the test of time, and floods?

Note: This mod does not affect Primordial map script unless the workaround in the change log is used.

Features
This mod will allow all map scripts (that don't already modify this) to generate inland flooding! The following types of flooding has been added:

  • Lakes can now flood if they are large enough. This might result in lakes merging with each other or even the ocean, to truly open up the map! In vanilla GS, tiles next to lakes where immune to flooding, even if it was flat marsh land, right next to the ocean.
  • Rivers can now flood (permantly!) just like coasts. This includes floodplains which could never flood in vanilla GS.
    • A river running through a hill-y area will not flood.
    • A river with lots of floodplains will (obviously) flood, and probably sooner.
    • A river mouth will flood sooner then the rest of the river.
    • Very flat river valleys will flood even far away from the ocean.
  • Marsh can flood under the right circumstances.
  • Tiles around volcanos can flood under the right circumstances. This was not possible in Vanilla GS, even if it was flat and surrounded by ocean.
  • Coasts will still flood, and will in most cases flood first.

Check out the screenshots to get an idea of the possibilities! The settler lense is activated to show the flooding indicator, which is the reason for the coloring of the tiles.

This mod also makes some supporting changes to Climate Change to make this happen, namely:
  • Flood Barriers do not scale with the number of flooding tiles, since some cities will have MANY tiles that are floodable, but increases the base cost significantly.
  • Adjusting the floodable tile percentage to better enable inland flooding.

Feedback
Please leave any feedback in the comments section. I'm very interested in hearing what you think, and any suggestions / ideas!

And please rate if you like it ;-) It will help more people experience inland flooding!

TODO
  • Suggestion from [SSC] Borealis: Make an "extreme" version with 2 tile flooding "range"
  • Suggestion from Kurisu Shirayuki: Make a "hardcore" version which floods almost everything?


Incompatible mods
I can't test every mod, but I read all comments, and if you report something not working I will look into it and add it to this this. So far the following has been reported and tested as not compatible:
  • None known! Primordial map script from Firaxis requires a workaround (see comments or changelog)

I also recommend checking out my other mods

Better World Congress : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2429588635 Improves the World Congress by reworking most Resolutions. Generally, if you pick the right side (A vs B) you will get some part of the effect, while the actually winner will get an even more powerful effect. Upping the stakes also helps to make WC feel more interesting and impactful.

Rebalanced Secret Societies : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2406253078 rebalances the Secret Societies to reduce power creep, enhance flavor, making them more equal. Includes malus to give some hard choices and rework of Voidsingers to avoid AI issues!

No normal camps - bug fix : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2412130013 fixes the bug in Barbarian Clans mode where barbarian camps turns into "normal" camps, and cant be interacted with, cant turn into city states and dont spawn units.

Better Barbarian Clans mode : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2412920721 makes several changes to the Barbarian Clans mode. Mainly makes snow camp less likely, and make conversion to CS slower unless some major civ (such as you!) actively help them.

Seven Seas : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1780010944 increases the amount of water on the Seven Seas map, to avoid each of the "seas" to simply be small lakes which only have 1-2 civs on it's shore.
134 Comments
Molten Ice 4 Aug @ 6:11am 
FYI, I've made a custom mod that just keeps the inland flooding without anything else, if anyone else had the same issue I did: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3541887879

My mod is just a streamlined version of this mod, so all credits to Nerevatar.
Molten Ice 28 Jul @ 12:58pm 
Or even better you could remove the CO2 tweak from this mod, and just recommend one of the many existing mods that change CO2 and let people use that :)
Molten Ice 28 Jul @ 12:47pm 
@Nerevatar, I noticed that this mod's load order is: 99999

So when I try to set a value in Take Your Time Ultimate for CO2, your mod overrides that to 1.3x as per your SQL file.

Any chance you could reduce it to maybe 500 or something?

I have manually changed it on my end for now.

P.S. your mod is a must-have to really enjoy the climate change mechanics of the game. Thanks for making this mod!
solesurvivor2077 9 Aug, 2024 @ 9:32pm 
okay thanks for telling me
Nerevatar  [author] 6 Aug, 2024 @ 12:16pm 
It works for the map generation scripts, so for static maps it will have no effect. I have been away from the game too long to remember the details I'm afraid, but I would assume no. However, it is easy to test by simply starting a game and checking the if flood markings on the tiles as described under "Features".
solesurvivor2077 4 Aug, 2024 @ 7:44pm 
does this work for the true starting location huge earth map at all?
DudeChris33 14 Sep, 2023 @ 10:37pm 
@Nothing. no its just you
HungryBat 13 Sep, 2023 @ 1:13pm 
I know this is a year later, but does anyone else not seem to have flooding effects? meaning the tiles don't change to a flooded texture, or a submerged texture?
DudeChris33 30 May, 2022 @ 10:00pm 
@Nerevatar still loving this mod btw and I ended up making that version I recommended where every tile on the map gets flooded, though I decided to just make it a custom map instead of a script as that was much easier. (This is Kurisu Shirayuki)
DudeChris33 30 May, 2022 @ 9:57pm 
@Zimmerson I recommend looking into the mod called CanalsOnHills. Among other things it moves the ability to build canals up to Masonry IIRC. I am sure it would be easy to use that code to change when flood barriers are researched.