Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Balanced Maps 1.34
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Update: 12 Aug, 2024 @ 4:48am

Huts bugfix for 0.93

Update: 12 Aug, 2024 @ 1:58am

Features changes :
East vs West setting available on Pangaea and Continents for 4v4 and 2v2
Placement rules an settings should be the same as BBS option (first half in lobby 4v4 = sim, bottom half = front) but take note that BBM has stricter placement conditions that may lead more often to firaxis placement (seen by a barbarian icon on turn 1). Avoid coastal and tundra on war position. As I almost never played this on BBS myself I am counting on your feedback to improve this feature !

Hills percentage in ring 6 have now a minimum based on the global hill percentage, additional hills can be added randomly ring 6 to reach that minimum on existing resourceless flat tiles, possibly on forest or jungle.
On most maps with old age setting, global hill percentage is around 35%, that percentage was not always reflected around some spawns (especially on highlands where percentage is closer to 55%).

Non coastal spawn with 2 impassable tiles in a row ring 1 are now forbidden. This allow placement to be slightly adjusted to be at the edge of big lakes or mountains chains and reduce the risk of having a spawn where these impassable tiles are increasing settling time of the few first cities.
It has been reported a few times that in some mountains or lakes setup, b2 or b3 were too long to settle or forced in a direction. In most cases, spawn could have been improved just by spawning one tile next to the spawn at the edge of the obstacles or another close tile. This is what this change aims to do without affecting other placement.

Ice tiles number on maps is now scaling on water tile percent on map.
Up to now, algo had a fixed number of desired ice tiles on any map, regardless of the number of available water tiles. Which made leaded to weird behavior on highlands and lakes especially. Unchanged for other maps.
Hut density should be more homogeneous globally in some cases.
Hut density could be exceptionally high on west coast on Pangaea due to bad default algo. In short, when scanning the ocean, the "score" overflows for being unable to add huts and compensate when he could add them. As the scanning went from west to east, west coast of pangaea was overflowed. This has now been prevented. Others placements rules have not been changed and is still compatible with Configurable Goody Huts mod.

City states will not spawn on tiles completely surrounded by impassable tiles (water or mountains)

Hut density should be more homogeneous globally in some cases.
Hut density could be exceptionally high on west coast on Pangaea due to bad default algo. In short, when scanning the ocean, the "score" overflows for being unable to add huts and compensate when he could add them. As the scanning went from west to east, west coast of pangaea was overflowed. This has now been prevented. Others placements rules have not been changed and is still compatible with Configurable Goody Huts mod.

City states will not spawn on tiles completely surrounded by impassable tiles (water or mountains)

As requested for future competitions, here is the official list of compatible maps with BBM for now :
Pangaea / Highlands (+Rich) / Lakes / Inland seas / 7 seas / Primordial / Tilted axis / Continents / Continents & islands / Small continents / Wetlands / Fractal / Splintered fractal / Island plates / Terra
Among defaults generated firaxis maps, Archipelago and Shuffle are not compatible with BBM and it is now mentioned in a tooltip on game start. True starts, Mirror and fixed maps like snowflake are also excluded.

Added Portuguese translation by @Rafael Pinheiro

Bugfixes :
Fixed an issue where guaranteed luxuries could be deleted because they were high yields tiles. Hills are removed instead on these luxs.
Fixed an issue where high yields tiles in ring 1 or 2 would not be nerfed properly
Fixed an issue where Vesuvius was disguised as a normal volcano
Fixed volcanoes spawning on lake in rare cases
Fixed a bug where a strategic resource could terraform a floodplains to hills.
Fixed ring 3 fish in ocean
Fixed compatibility with BBG,

Update: 1 May, 2024 @ 2:00am

* Minimum distance setting is back and working.
> Take note that if BBM has a hard time finding bias or if minimum conditions can not be satisfied for everyone, it will lead to firaxis placement.

**Bugfixes :**
* Classic ridges Primordial have volcanoes again

* Fixed an issue where tiles with 1 food 3 prod and extra yields (culture/science/faith/3 golds) were not correctly labeled as "high yield"
> It could lead to spawn with 3/2 + 1/3/1 ring 1 or 2 that should have been prevented

* For civs spawning coastal, turtles will no longer be added if the maximum lux threshold is reached.
> 3 is the maximum number of luxuries up to ring 3 and turtles could be added ignoring this limit.

* Fixed an issue where the 3+ food tile ring 2 could be moved to ring 3 if it was an existing high yield tile (3/2 or 5/0)

* Fixed geothermal fissure that could be flattened by the yield balancing algo and therefore could be settled turn 1

* If played without BBG, BBM should now read correctly the default biases and use them.

Update: 25 Apr, 2024 @ 1:59pm

Feature changes :
Prevent settling on geothermal fissure on turn 1
You should no longer spawn on geothermal fissure and existing fissures ring 1 and 2 are changed to hills to prevent turn 1 settle.

Bugfixes :
High yields balancing for tundras civ is now working properly
Only "high yields" tiles for in tundra tiles are 1/3 deers, they can now correctly be added (if absent) on teamer during high yields balancing algo introduced in v0.90.

Fix infinite loading in some situations
Two infinite loops cases were identified and corrected that mostly happened in duels and sometimes with tundras civ.

Fix a crash that happen when you launch BBM without BBG with custom bias civ (still would not recommend to do so but for now game starts correctly)

Updated french description for natural wonders

Update: 20 Apr, 2024 @ 2:00pm

Update: 30 Mar, 2024 @ 1:19am

**Bugfixes :**
* Fix City States not spawning on map
* Oasis are now removed around ring 6 when terraforming deserts
> Oasis being next to lakes is a firaxis thing you can encounter on the map, but are now removed around non-Mali spawns to avoid awkward oasis surrounded by plains during desert terraformation.
* Fix Mali without freshwater
> When spawning next to an existing oasis, it was not correctly tagged and could be removed.
* More fix to clean harbor tile
> Another rare case could happen when existing lux ring 1 was set as guaranteed and occupied the only available harbor tile. The tile is now cleaned earlier and lux will be added later if needed.

Update: 21 Mar, 2024 @ 4:44pm

Bugfixes :
* Fix game crash when you do not have the Maya/Gran Columbia DLC
* Fix Mali to not spawn directly on oasis
* Fix wheat on desert (coming from deleted desert floodplains, they are now terraformed to plains)
* Fix missing resources in coastal spawn
> Fishing luxes could be deleted when checking the lux cap after the coastal score was calculated, leading the following methods to believe the luxes were still there. Now if luxes are deleted, the score will adapt accordingly and give you another resource.

Update: 19 Mar, 2024 @ 11:50am

Bugfixes :
* CS no longer spawn directly on natural wonder
* Fix bananas without jungles
* Fix mali without oasis

Update: 18 Mar, 2024 @ 11:47pm

** Features changes : **
* An additional check has been added on top of "peninsula score" to make sure there is enough space to settle around (mainly because of mountains, so exception made for Inca)
* Lakes : world age setting now working properly.
* Notification at game start fixed, now display minimum distance between 2 players.
* High yields settles (4 food or 3 prod) also removed from coast.

**Tundra civs :**
* Food rebalancing algorithm that could add sheeps will no longer apply. You will get sheeps only from natural generation and the guaranteed one.
* Slightly higher chance to add hills + deers instead of hills + forest when adding prod to tundra tiles.
> Since Russia is now closer to border to look for food, sheeps are no longer required for both civs. To help overall Canada without changing Russia too much, the missing 1/2 yields added around the spawn that were most of the time hills + forest in tundra will have a slightly higher chance to be have deers. You should get more resources more often overall (spread up to ring 6) and avoid frustrating sheeps spawns for Canada. We will continue to monitor how it evolves for both civs thanks to your feedbacks. (might remove the guaranteed sheeps completely for tundra ?)

** Bugfixes :**
* No longer spawn next to map borders on Inland seas and Tilted axis.
* Jungle on grassland (did not pushed correctly the fix in 0.22)
* Deers in jungles fix
* Amber could be on 2 differents continents
* Grass/plains could appear in the middle of tundra in rare case
* No harbor tile ring 1
* Desert terraformation related bugs
> * One tile "coast" fix, coming from oasis, so left them as such for now
> * Volcano on grassland hills fix from desert mountains
> * Small inactive desert floodplains have been removed.
> * Fresh 1/3 Gypsum settles not properly removed (coming from desert gypsum terraformed after the main high yields cleaning)

Update: 14 Mar, 2024 @ 11:50pm