Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nere's Inland Flooding and Climate Change
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.
Nerevatar  [author] 18 Mar, 2022 @ 1:26am 
Nope sorry. And I can't look up how to change it since I have uninstalled civ6.

You could try a mod like https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1687929345 which makes climate changes comes slower, which would give you more time to actually research the flood barrier.
Zimmerson 16 Mar, 2022 @ 3:13pm 
I've been looking for a mod that changes when it's researched, but I can't find anything. I looked into doing it myself but I have no clue on how to mod. Do you know of any mods that has it changed to a much earlier date?
Nerevatar  [author] 16 Mar, 2022 @ 12:18am 
@Zimmerson: This mod changes the cost of the Flood Barrier as described above. Net effect often is that it will be cheaper for coastal cities. This mod does not change when flood barriers can be researched but im sure some other mod changes this, since it is quite an easy thing to mod.
Zimmerson 28 Feb, 2022 @ 2:33pm 
Does this mod allow flood barriers to be built sooner? Haven't tried this mod yet but i'm tired of having my coastal cities and coastal districts sinking because the sea levels rapidly rise faster than I can power research to Computers to then finally build the bloody things!

If this mod doesn't move Flood Barriers, are there any mods that allow research of Flood Barriers sooner than it currently is?
DudeChris33 6 Jul, 2021 @ 11:50am 
Is there a way to make tile floods raze flooded cities?
DudeChris33 4 Jul, 2021 @ 7:47pm 
omg you put my name in the desc! :)
DudeChris33 18 Jun, 2021 @ 1:10am 
hmm ok will do thanks
Nerevatar  [author] 18 Jun, 2021 @ 12:15am 
If you have a floodable river (as in the tile can be submerged) you can also build the flood barrier. Try to check ownership of the tile, since it might belong to an unexpected city.

This behavior is hardcoded so it can't be changed.
DudeChris33 16 Jun, 2021 @ 12:19am 
I have noticed when playing with this mod you are unable to build flood barriers when you have no coastal flooding tiles, meaning if you are inland with a floodable river, you are screwed. I would love if there was a middle ground between this mod and vanilla where it flooded not just the coast tiles but not too far.
Nerevatar  [author] 23 Apr, 2021 @ 11:28pm 
First of all: That is very kind of you!

Secondly: The reason I don't plan on buying it is a matter of principle since I believe it is such a low effort mode, and I don't want to support that. Vote with your wallet and all that. Having you gift it to me would defeat that principle. Sorry for being a party pooper.
Calibrated 30 Mar, 2021 @ 1:57pm 
i could gift it to you?
Nerevatar  [author] 30 Mar, 2021 @ 12:29pm 
That would be a very cool late-game super-weapon! Taking a quick look at the Apocalypse mode files it would probably be possible to make something like this re-using some Soothsayer logic. But since I don't own Apocalypse mode and don't plan on buying it I won't be able to create it, sorry.
Calibrated 29 Mar, 2021 @ 11:22pm 
ooooo weather controller devise!! can you imagine creating hurricanes to "nuke" your enemies? I can.
melchoQ 25 Mar, 2021 @ 7:45pm 
that's fair! maybe we should all badger firaxis to implement that themselves lol
Nerevatar  [author] 25 Mar, 2021 @ 12:53pm 
Not that I know of. I wanted to do it myself back when GS came out, but it was either impossible or very hard. So I didn't have the free time to pursue it.
melchoQ 25 Mar, 2021 @ 11:31am 
is there a mod that makes climate change effects include desertification?
Nerevatar  [author] 19 Mar, 2021 @ 2:30pm 
Just uploaded a new mod to improve with World Congress (Yes a bit late I know). Check it out :-)
Nerevatar  [author] 13 Mar, 2021 @ 4:57am 
And thank you for your kind words. I felt the same way, and thus this was made.
Nerevatar  [author] 13 Mar, 2021 @ 4:57am 
@ThePoorEconomist: I got a personal mod for that yes, but it is not really polished for Steam and I am currently spending my modding time on reworking the World Congress, so I wont publish it. However there are plenty of other mods that already does this. The most simple is probably "Catastrophic Disaster Intensity" so go grab that one if you just want more carnage :-)
ThePoorEconomist 13 Mar, 2021 @ 4:38am 
very cool mod! I was so excited for impactful climate change with Gathering Storm, and then was so let down when I realized it barely impacts anything, and you can just blast CO2 into the atmosphere with no real repercussions. Thank you for making this! It's also far more realistic compared to what climate change will actually do in terms of the sea levels rising. Have you considered adding a component to increase the number and severity of natural disasters as climate change heightens in-game? I was really surprised by how little that's impacted as well
=[NK]= Col. Jack O'Neil 4 Mar, 2021 @ 8:25am 
Thanks!
Nerevatar  [author] 4 Mar, 2021 @ 4:27am 
Nope, Great Bath only affects "river flooding" (giving yields and pillaging stuff). This mod extends "coastal flooding" to more tiles (submerges tiles and turning them into actual water tiles).
=[NK]= Col. Jack O'Neil 4 Mar, 2021 @ 2:16am 
Hey!

Does this mean the great bath will stop rivers it's on from flooding???
Nerevatar  [author] 30 Jan, 2021 @ 1:43pm 
No problem, and thank you :-)
Fae 30 Jan, 2021 @ 1:31pm 
weirddddd. thanks for the reply <3
Great mod btw ^^
Nerevatar  [author] 30 Jan, 2021 @ 12:59pm 
Nope, this mod does not change anything related power.
Fae 30 Jan, 2021 @ 2:36am 
Does this mod add free renewable power? I'm currently receiving renewable power that seems to scale with eras that's just listed as "other" and I have no idea where it's coming from. This is the only mod I have enabled and I can't find anything about this mysterious void energy ._.
Cattman423 3 Dec, 2020 @ 9:11am 
Ah okay, thank you for your consideration
Nerevatar  [author] 3 Dec, 2020 @ 5:00am 
I don't know if this is even possible to create, but even it is, it is outside the scope of this mod since it would require some very different kind of modding to achieve. Sorry.
Cattman423 2 Dec, 2020 @ 8:53pm 
Since apocalipse mode made it possible for disasters to destroy cities, could you add a setting that allows coastal flooding to destroy cities?
Nerevatar  [author] 17 Nov, 2020 @ 10:16am 
Vox Populi is what civ6 really needs. Lets hope Firaxis releases the DLL at some point.
Yolky 16 Nov, 2020 @ 9:25am 
Thanks, I see. Every day I learn a bit more about mods. I regret that I didn't know about Vox Populi when I played Civ V!
Nerevatar  [author] 23 Oct, 2020 @ 11:15pm 
As far as I know that is not possible to set. There is a few hardcoded scaling options to choose from, and that is not one of them. At least as far as I know.
Yolky 14 Oct, 2020 @ 1:15pm 
This is just a suggestion you may or may not seem fit:

The Floord Barrier cost could increase with every floodable tile, but the more floodable tiles, the less the increase.
For example:
Base: 300
2nd floodable tile: 400
3rd f t: 466
4th f t: 510
Nerevatar  [author] 30 May, 2020 @ 11:11pm 
No need to apologize :) I guess it could be possible to reduce base cost and add a (lesser amount) of scaling per tile if CostMultiplierPerTile allows for non-integer values. I might test this out when Civ6 catches my interest again.
ChronoKnyght 28 May, 2020 @ 12:49pm 
And i'm completely a noob for this game. So, sorry if i don't make much sense gameplay wise etc :)
ChronoKnyght 28 May, 2020 @ 12:47pm 
I didn't mean it should be exactly like vanilla. I'm saying maybe decreasing base cost while keeping the scale -with every floodable tile that is- would be better. Since it's more logical for producing flood barrier being more resource heavy if there are more tiles floodable
Nerevatar  [author] 28 May, 2020 @ 12:32pm 
It is not really possible to change terrain, such as turning lakes into coast. You can pass from one into the other with this mod, but that's the best I can do :-)

And for your second comment: A city can have 10+ floodable tiles in some cases. From my testing it was too much and made the barriers almost impossible to get. I decided on a higher base cost to make the barriers cost more or less like in vanilla. If you know a little bit of modding you can change my files yourself to revert the change. In the XML file you can change CostMultiplierPerTile to 1 and set the cost on BuildingType="BUILDING_FLOOD_BARRIER"/><Set Cost="500"/> to 100. This will turn it back into vanilla values.
ChronoKnyght 28 May, 2020 @ 5:04am 
Also making cost scaling with floodable tiles would still be better and fair imo. Just decrease the base cost but allow it to scale with floodable tiles
ChronoKnyght 28 May, 2020 @ 4:10am 
*Other than that