Sid Meier's Civilization VI

Sid Meier's Civilization VI

River Settings
40 Comments
Geoclasm  [author] 4 Apr @ 4:23pm 
@HighRider101 — I'm sorry, but I haven't actually played Civ in like... years. And I haven't touched this mod in probably longer.
HighRider101 2 Apr @ 9:52am 
Can you add support so it works properly with Real Rivers mod/maps? Thanks! Amazing mod love it!
MeniliteZ 31 May, 2024 @ 2:45pm 
Looks like a great mod! But I use some of those maps it does not work with a lot. If I leave the mod enabled and try to use one of those maps, will there be problems? Or do I have to disable it when I want to use such a map?
프리노프 25 Feb, 2024 @ 5:49am 
Is there a way to apply it together with YnAMP mode?
GraSparv 6 Jan, 2024 @ 8:25am 
I dont think this mod works together with the "Reduced Mountain Clumping" mod
Geoclasm  [author] 2 Nov, 2022 @ 4:12pm 
I don't know. It runs a script, so if got lakes runs the same script one might override the other.
BigZachOnEm 1 Nov, 2022 @ 10:15pm 
Compatible wit Got Lakes?
i.mopman 6 Apr, 2022 @ 7:16pm 
Great mod ! , thanks , great to be able to adjust rivers .
Firefly Banner 11 Sep, 2021 @ 7:02am 
I slam all the slides almost all the way over, and suddenly, I've lots more usable space! This is great.

Thank you.
TohuBohu 10 Jun, 2021 @ 9:59pm 
@Geoclasm I figured it out, it's their Detailed maps and Map+ that don't the standard maps actually still allow both.
Geoclasm  [author] 10 Jun, 2021 @ 8:01pm 
@Keraunograf - Couldn't tell you, sorry :-/ They may use the same LUA script functions which means one would be overwriting the other. If that's true, there's nothing I can do about it.
TohuBohu 10 Jun, 2021 @ 6:02pm 
This appears to conflict with Better Balanced Start in that the UI for BBS on game creation overwrites the UI for this, is there any way for them to be compatible?
Geoclasm  [author] 10 Apr, 2021 @ 7:25pm 
@Everyone asking for an update - Finally updated. Sorry for slacking forever. Life, you know.
Anyway, I've tested with the official maps. In the description will be an exhaustive list of the map scripts with which the mod works, and those with which it does not work.
thunderbeak 10 Apr, 2021 @ 4:51pm 
This mod is fantastic! But since a recent update I've been unable to see the option when using anything but the continents map. Please update, the game is so much better with this mod!
Lisander 19 Feb, 2021 @ 4:15pm 
This mod is just amazing ! Thanks dude!!!!
jtdice 5 Feb, 2021 @ 7:34pm 
This works for me on continents map, but does not show when selecting another option like archipelago and/or `continents + islands'
Naemi 2 Jan, 2021 @ 8:42pm 
can we get an update to include the new highlands map
Geoclasm  [author] 28 Jul, 2020 @ 1:40pm 
@GojiraTX - Then don't do that.
GojiraTX 28 Jul, 2020 @ 1:29pm 
i think maxing out all of the river values causes the game to become woefully unstable. game crashes every time i try to load the game i did that in.
Geoclasm  [author] 14 Jun, 2020 @ 8:18am 
@2DSoul - Okay, I lied. It was actually a relatively simple procedure to expose river settings for all map scripts ( any FOO.lua ). The mod won't expose settings for maps that are pre-generated ( FOO.Civ6Map ). So if you add a map to the game, the map should see the river settings exposed.
Geoclasm  [author] 14 Jun, 2020 @ 7:12am 
@2DSoul - I'll also do some research to see if I can figure out a way to add maps using SQL rather than having to hard-code them... but not right now :-/
Geoclasm  [author] 14 Jun, 2020 @ 7:10am 
@2DSoul - Same. I changed it up so that it would work on all out of the box maps.
If you want to add your own maps you can localize the mod by cut-pasting it out of the Steam folder and adding them to the config.xml file. If you do that you'll want to unsubscribe from the steam version of the mod to prevent conflicts.
2DSoul 14 Jun, 2020 @ 1:44am 
I love this mod.

Just wished it worked on all maps.
Geoclasm  [author] 20 May, 2020 @ 11:28am 
@rovert94 - Unfortunately the settings are only available on a few maps. I can provide the mod code so you can expand that in a local version.
rovert94 19 May, 2020 @ 6:22am 
@Geoclasm Awesome mod! One thing i noticed is the options seem to go away when I select a different map type. Can I set the values, then change the map or is there something else I can do?
xxx78 12 Feb, 2020 @ 3:45pm 
Very nice, thanks for sharing this mod.
Geoclasm  [author] 23 Sep, 2019 @ 11:16am 
@Andu ¯\_(ツ)_/¯ works on my computer. ¯\_(ツ)_/¯
Andu 23 Sep, 2019 @ 2:46am 
Does this even work? i put everyting to max and it's same as vanilla.
Geoclasm  [author] 25 Jul, 2019 @ 8:28pm 
The LUA file issue has been corrected and the mod LUA script now overloads the existing RiversLakes.lua script.

In addition, I've been spending some time examining the AddRivers function to try and better determine what it does.

From what I have been able to tell, the function defines a set of pass conditions to determine if it should try to create a river. If a selected plot passes the defined condition, in addition to a few other conditions, the script attempts to create a river at that location.

Most of these values cannot be changed. There is a value used to get a random number in the conditions that then is used to determine if a river should be generated on a non coastal plot. In the default script there is a 1 in 8 chance of this happening. I will be exposing this value to allow for an increased chance in rivers generating from non coastal plots.

Other than this, I will try to explain in the description what the settings do based on my understanding.
Geoclasm  [author] 14 Jul, 2019 @ 10:21pm 
Until I am able to correct the lua file issue ( google has revealed nothing, it's like all this stuff is being kept secret or something -.-; ), those who want to use this mod can make it actually do something by appending the following to the AddRivers method of the RiversLakes.lua file.

local riverSourceRangeDefault = MapConfiguration.GetValue("river_source_range") or 4;
local seaWaterRangeDefault = MapConfiguration.GetValue("sea_water_range") or 3;
local plotsPerRiverEdge = MapConfiguration.GetValue("plots_per_river_edge") or 12;

print("Map Generation - Adding Rivers Using River Settings.");

you can find the RiversLakes.lua files ( 2 of them ) in the Base/Assets/Maps/Utility folder and, GS users, DLC/Expansion2/Maps/Utility.

Geoclasm  [author] 14 Jul, 2019 @ 9:58pm 
I owe an apology. This mod does nothing right now as it's not making use of the LUA file included in the mod ( RiversLakes.lua ). So any effects you are seeing are a placebo. I am working to correct the issue.

Sorry about that.
76561198042483964 14 Jul, 2019 @ 10:28am 
Thank you. I've been changing the base code for a while now to achieve the same effect. Gets old quick with the constant Piraxis updates. The base code often handicaps with inadequate rivers, driving me to frequent restarts. Your mod makes that obsolete, plus making it much easier to experiment with other combos. Should have been part of the base code from day 1 imnsho.
Geoclasm  [author] 12 Jul, 2019 @ 5:06pm 
@BostonBongRips Nope. I wish I understood them. I found a thread on CivFanatics that explains them in a cursory sense. I only exposed them so people can play around with them. If you find something interesting ( like rivers everywhere ) feel free to post it here.

As for the CivFanatics post - https://forums.civfanatics.com/threads/any-way-of-increasing-rivers.604651/
bostonbongrips 12 Jul, 2019 @ 3:14pm 
Very cool, can you explain what each setting actually does to the map?
Austin001 11 Jul, 2019 @ 5:25pm 
Many thanks
doninmontana 11 Jul, 2019 @ 12:54pm 
oh ok thx alot
Geoclasm  [author] 11 Jul, 2019 @ 11:12am 
@Don: Only works with a few of the maps in the game ( Seven Seas, Archipelago, Continents, Small Continents, Shuffle, Fractal, InslandSea, Island Plates and Pangaea ).

Also, the City Islands map script I created. Try subbing to that ( you don't need to use it ) and see if that works.

I don't know how to make it work with every map.
doninmontana 11 Jul, 2019 @ 10:40am 
cant use it even tho enabled wont show up in settings
Geoclasm  [author] 11 Jul, 2019 @ 7:48am 
@Austin001: Done.
Austin001 11 Jul, 2019 @ 4:08am 
Pics pls