Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Balanced Maps 1.34
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Update: 7 Oct @ 10:20am

Update: 5 Oct @ 10:46pm

New City States placement algo for Pangaea Ultima, Lakes and both Highlands
Instead of random placement, a quadrant placement has been introduced for CS placement in maps with the most land. Goal is to spread them more evenly around the map and avoid random cases where they are clustered in a map corner. Minimum distance between them has also been increased from 8 to 10.
Thanks @shaggySpy69 's help for this feature.

Fix : Missing guaranteed luxuries
In some specific cases, when trying to add luxuries, no valid tiles were found for placing them mostly due to their own placement restriction and no adjustments were further made to place them.
A terraforming step have been added to allow placement of some luxuries. Not sure if it solves all issues but it will now be even less frequent.

Tundra bias minor adjustments
For the same luxuries issue, Canada's "deep tundra bias" could sometimes not get their guaranteed lux, his spawn bias has been adjusted to be the same as Russia, having a few non tundra tiles ring 3 to allow some guaranteed tiles to appear.
Furthermore, all tundra civs will tend to have its ring 1 land tiles only in tundra if possible

Fix : Multiple high yields ring 1-2
Fix a case when high yields were not correctly terraformed when there are more than one. In this case, they should be relocated to ring 3 for lux, or ring 4 for other resources. It mostly happened recently with papyus but could happen sometimes with other tiles.

Fix : for teamer balancing, now more consistently balance the number of high yields tiles between teams.
Some bad rng could make it stop early especially when there is a high number of tiles to add to other team

Others
Mali spawn fix : non desert tiles ring 1 can no longer be floodplains to allow 2/2 terraforming
Fix pinguins sometimes added on features near capital
Korean and russian language update

Update: 8 Aug @ 2:11pm

Fix Pangaea ultima missing script and unwanted dummy resource

Update: 8 Aug @ 12:15pm

Crash fix

Update: 8 Aug @ 9:10am

New map : Pangaea Ultima
Thanks to @shaggySpy69 , we get a new map script, Pangaea Ultima, a bigger Pangaea with higher quality land, you can find all the details in this document :
https://docs.google.com/document/d/1NHA13kXS-Q7UV1OURXMVHTC0uakm5jvqSHTbZYaZG40/edit?usp=sharing
Default minimum distance is 14. Also compatible with EvW.

Global hills rebalancing
With old world age setting on all maps, the hills% now aims to be at 40%, focusing on areas lacking hills first and also adding a few hills in big flat patches of land.

Bugfixes
Fix tooltips on Huge and Enormous map sizes.
Fix Lake Victoria tooltip.

Update: 13 Apr @ 10:59pm

Global mountains changes : mountains around lakes are removed + terraforming of mountains clusters depending of their size
While not entirely perfect, these changes should greatly reduce the chances to get blocked by mountains.
Each mountain have a chance to be terraformed, increasing linearly with cluster size. So tiny clusters remain unchanged and bigger are reduced in size. This do not guarantee you will get a way through every time, but definitely should help to get more space for cities. Volcanoes are not terraformed.

Other quick fixes
Fix from previous coastal change in 1.10 : now is a score malus instead of restriction that could lead to firaxis when coastal spawns are limited (like in EvW)
References this note in 1.10 :
Fix some cases where there is not enough space to add resources on water ring 2. So naval civ should now avoid "corridors" of water like 1 tiles ring 1 + 1 tile ring 2.

Removed ice on coast 4 tiles around spawn
Ice algo is the same for all maps and didn't want to make big changes for rare cases in highlands where ice go beyond tundra, will work later on a better fix if needed.

I still do not have enough data for the lux issue when there is none on the spawn as it seems very rare. Please send me the save when this happens.

Update: 26 Jan @ 12:30am

Update: 12 Nov, 2024 @ 10:54am

Update: 12 Nov, 2024 @ 1:00am

Minimum yields in ring 1-2

The ring 1 now has a minimum of 2x 4yields tiles, including one guaranteed 2/2. The algo will not add a 4/0 by itself but these tiles can already exist before the algo.
Like before, 3x 2/2 are guaranteed on ring 1+2 and there is the 3+ food tiles guaranteed.

Spawn one tile off coast will grant a fish on ring 3 if there is less than 3 sea resources (crabs excluded)

For helping spawns needing to settle coast while not spawning directly on it, a fish is added to help if there is not enough sea resources or no fish at all. (Crabs not included in the analysis).

Sea resources fix

There is a limited amount of luxuries and strategics sea resources possible to place on the map, but the chance to add them is quite high while scanning the map and goes from west to east. As a result, most of these resources end up missing in the east side of the map quite often.
Now, luxuries and strategics resources on water will be randomly distributed on the map.
NOTE : Bonus resources such as fishes and crabs are NOT changed !

Fix desert teraforming that was 100% into plains into a mix of grassland and plains

In 0.95 the desert terraforming around the spawn was only into plains, now it can also terraform into grassland to avoid huge patches of only plains. Plains will still be a bit more frequent.

Maya hydrophobic bias fix

In some cases, Maya would find itself with not enough valid tiles for its bias and get into the "generic" valid tiles list to be placed on, ending up on the coast. A malus in the score has been added to discourage getting close to the coast if we get into this situation.

Moutains and Inca bias update

The goal is to reduce occurrences of these civ spawning in huge patches of mountains.
To help this, BBM now favors spawns with more walkable tiles (technically "peninsula score") and the bias score has been recalculated to reduce the maximum amount of mountains to reach the max score.

Update: 15 Aug, 2024 @ 2:00am

East Vs West changes :
Bugfix : The placement order was not taking the East Vs West feature into account, as a result, not placing the most restrictive civ first. This is now fixed and you should expect less firaxis placements, but beware it can still happens for a few reasons ! (mostly map generation, restrictive civs, etc.)

East Vs West now works with any team size.
For odd team number, the additional player should be placed on sim to work properly. (In 5v5, the first 6 players on sim, the last 4 on front).
You can duel with it and the center of the map will not be used for placement.

Other changes :
The restriction of 2 impassable tiles in a row ring 1 for non coastal civ (introduced in v0.93) is now a malus in spawn score instead of a forbidden spawn. This allow this spawn to still happen if it is the last resort instead of getting firaxis placement.