Sid Meier's Civilization VI

Sid Meier's Civilization VI

Origin - Real Start Locations
133 Comments
Zegangani  [author] 13 Oct @ 10:45am 
No biggie. I hope you found what you were looking for.
Levianne 13 Oct @ 9:13am 
Yes, TSL was it. I knew I've got it wrong, but wasn't sure what was wrong. XD Sorry to bother you.
Zegangani  [author] 12 Oct @ 8:53pm 
I think TSL Maps have a very specific naming convention for their spawning behavior in 'True Start Locations', and they were always referred to us such (at least in Civ6). Which I never invoked neither in the title nor in the description of the mod, which actually thoroughly clarifies what it does, and would only take a couple of seconds to differentiate this mod from TSL mods.

The 'Real' in real start locations is supposed to be short for 'Realistic' Start Locations, not 'True', and the plan was also to add Start Locations accurate to IRL Locations of the Civs (Like Zulu more likely to spawn South, archipelago Islands for Indonesia...etc.), even if they don't have Start Biases for that, I just never got to finish that part (still WIP).

Anyway, I suggest searching for 'TSL' string + the name of the Civs you want.
Levianne 10 Oct @ 8:32am 
Don't wanna be a hater (but I'm sure I'll be called that anyway), but maybe don't call it "Real Start Locations"? That still evokes the civ's historical location rather than their bias.
Why I'm concerned about the name? Because that's exactly what I'm searching for, the true historical start of civilisations, and the search gives me mods like this, that don't quite do, what I'm looking for.
Zegangani  [author] 8 Jul @ 12:54pm 
I tested the Game with this Mod + YnAMP with exact same settings you described, and in all the starts the Players were spread evenly, with the minimum distance between them being 10 tiles, which is the default. No empty radius around any Civ starts, no clusters of Civs and no empty regions. You're either doing something wrong in the settings or you're using another mod that modifies starts and messes with these mods.
FranKk 8 Jul @ 6:19am 
I don't understand..if I play on vanilla maps, but with the sizes from the YNAMP mod, I mean Enormous (2k1), what should I put in Start Link? Random or Cultural? I set random and start in Shuffle/Fractal maps with 17 civs, Sometimes there is no civilization in a huge radius around me, sometimes 4-5 civilizations are clustered in a very small radius, sometimes half of the continents are just empty. What should I fix?
Zegangani  [author] 6 Jul @ 1:38pm 
If you've set the "Start Position Link" setting of YnAMP to 'Random', then it's possible (I've never experienced that issue with it myself, but it's a possibility). Otherwise I don't think it's from this mod, bc it only works with YnAMP if that setting is set to Random.
I've also received feedback that sometimes it doesn't work well with YnAMP, but haven't had the time to test this further.
FranKk 6 Jul @ 12:05pm 
Hi! I started the game on "small continents" on huge size (ynamp) with 15 civilizations, and only at turn 150 I realized that I am alone on the continent, playing as Rome, and on the other continents the other civilizations simply do not have enough space, and they have 2 cities each. Could this mod be to blame for such a strange distribution?
Zegangani  [author] 2 Jul @ 1:46pm 
@B-loeber, @Iceobeasty, I've been setting on an incomplete update of the mod that would add options to customize your start however you want (Ethic/regional grouping, choosing your start terrain/features...etc.), but it's still not finished yet, and I've been struggling to get the free time needed to finish the update, especially with other mods requiring my attention too. But I'll eventually get to finishing it.
Zegangani  [author] 2 Jul @ 1:42pm 
@Scavenger, Thanks man! Yes, but they don't affect where you start, but how much resources your starting location will have. In other words, just like in Vanilla (unmodded) gameplay, that setting only has an effect after you get a start, and it mainly just adds some free Resources where players start.
Scavenger 2 Jul @ 1:30pm 
Great mod. Does it matter what vanilla setting I use for starting position? I.e. standard, balanced, or legendary? Thanks!
Iceobeasty 1 Feb @ 11:02am 
could we please have a final modifier for ethnic and cultural grouping?
Bluesky95 16 Dec, 2024 @ 11:37am 
This work modded civs and/or alternate leaders?
B-loeber 19 Oct, 2024 @ 9:37am 
could you please make egypt start on desert floodplains? or maybe make a seperate mod if it's to much problem? rainforest egypt after 6 restarts is not fun :( love the mod in othere ways thoug! the rivers work like a dream <3
Amroth 17 Sep, 2024 @ 12:27pm 
@KAP the mod isn't trying to be historically accurate, it's spawning civs in locations where their mechanics excel. Russia in Civ 6 excels in tundra.
British Sisyphus 17 Jul, 2024 @ 3:27pm 
i dont know if this mod works as it should still
i still dont get english start bias (outside of coast and river)
KAP 27 Jun, 2024 @ 4:48am 
tundra is not real start location of russia: its plains
机智的褚爷 5 Jun, 2024 @ 8:08am 
It seems that civilizations will distribute on more than one continent in TERRA maps with this mod.
开了这个mod之后,好像特拉图里的文明不会仅限于一个大陆了。
ifoughtpiranha 24 May, 2024 @ 7:24pm 
Any tips to get England to start on an island? Just having a coastal start isn't what I want :(
fe2o3.rustyiron 11 May, 2024 @ 10:55pm 
Hello, first thank you for this mod, it saved me so much time restarting. Recently I'm trying out new maps, and noticed that this mod doesn't seem to work on tilted axis maps? Or is it just me?
Zegangani  [author] 30 Apr, 2024 @ 12:30pm 
Thanks! I see no reason why it shouldn't be compatible with any Civilization mod. Except if they change the script that assigns players on the map, for that read the Compatibility and Recommendations section.
Radonium 30 Apr, 2024 @ 11:16am 
hey, nice mod, btw can it be compatible with JFD's civilizations?
Zegangani  [author] 31 Mar, 2024 @ 12:52pm 
You're welcome! And thanks for your kind Words, I very appreciate that!
britishbornA 31 Mar, 2024 @ 11:44am 
Thanks again for the clarification!
Zegangani  [author] 31 Mar, 2024 @ 8:46am 
This Method isn't balanced quite well, and not the best tbh. I used a different method in the new update, so this issue might get resolved completely in that. Hope I can finish it in a couple of weeks.
Zegangani  [author] 31 Mar, 2024 @ 8:32am 
Seems like I misunderstood you earlier, I thought you meant 1 tile islands for some reason. Sorry for the confusion. I see where the issue is now:

Basically, for Civilizations with a Coastal start bias, the mod prioritizes places where there is a minimum set of water tiles in a radius, to insure the civ spawns in a place where it has access to a big ocean (instead of a tiny sea). This sometimes tends to spawn players with only a coastal start bias on islands and not on continents (which are more likely for civs with coastal AND other start biases, like forest for example).
britishbornA 31 Mar, 2024 @ 1:53am 
Hey, so I explored the map some more in my current game and there's definitely space available for Japan to have started on their own continent.

Japan's starting tiny island - https://gtm.steamproxy.vip/ugc/2486623401420053478/5231E41FBB495B646EEC3697B500858CE95DE87B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Completely empty continent - https://gtm.steamproxy.vip/ugc/2486623401420053611/1E872557559869BBFC8F684A847C1AC9BBB97170/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

I am playing on JNR's recommended playlist. Do the added resource mods change that file?

It's probably just a weird gen this time around. Will continue to try out the mod and the new version when it's out. Thanks for all your effort with your mods and don't worry about rushing - appreciate everything modders do for the community in their spare time.
Zegangani  [author] 30 Mar, 2024 @ 2:34pm 
You're welcome! Hope you will have better starts next time, and make sure you're not subbed to other mods that change the assignstartingplots.lua file.

FWIW, I'm sitting on an update of the mod since a little time now, one that may decrease the chances of cases such as yours (and any kind of isolated starts) by an enormous amount, and adding tons of customization options. Just need to fix some stuff and test everything thoroughly, but I got too much other things going on rn, so it might take a while before I can release that update.
britishbornA 30 Mar, 2024 @ 12:22pm 
Thanks for the quick response, I'll continue to try the mod, could've just had some fluky map gen happen the last two games that created extra small continents. I do like the premise of this mod - adhere to start biases more, but not guarantee great starts - just what I was looking for.
Zegangani  [author] 30 Mar, 2024 @ 10:27am 
Also, All screenshots in this mod are from Continents and Islands Map Script, you'll notice that even though it's a bit overcrowded with major players, yet no player is on a small Island.
Zegangani  [author] 30 Mar, 2024 @ 10:24am 
No it doesn't. There is a min distance between major Civs in the base game, this mod simply insures that the distance requirement is respected. if you enabled too many players, and all of them-1 spawned in distance to each other, but one of them can't spawn on same landmass as them bc it would be too near to them, then it will search for another place, including a small island.
Most of the time, if that happens, it will search for a bigger island, not a small one, and I personally never got a 1 tile Island start using this mod tbh.

FYI, There is no such thing as a Rule of "everyone starts on the larger landmasses" for Continents and Islands Map. You might just've been lucky to have that happen in your games, but I always get players spawn on islands on the C&I Map, with or without this mod.
britishbornA 30 Mar, 2024 @ 9:07am 
Does this increase the spawning distance between civs on a continents and islands map? Because the only two games I've played with this map script so far, I met AI Portugal and AI Japan spawn on tiny islands by themselves (literally 1 city sized island), when usually on C&I map script, the major civs starts on the larger landmasses.
BigLadBinners 5 Mar, 2024 @ 1:04pm 
Norway lake start is so accurate XD
Bimo 27 Nov, 2023 @ 12:55am 
oh.. that's my mistake! sorry :) it works as intended with random option! thank you
Zegangani  [author] 25 Nov, 2023 @ 1:41pm 
have you read the "Compatibility and Recommendations" section?
Bimo 25 Nov, 2023 @ 1:26pm 
ok I'll do it later, other mod only one: YnAMP
Zegangani  [author] 25 Nov, 2023 @ 7:41am 
what other mods are you using? and can you provide the lua log of one of those tries?You can find the log in (if you're on windows):
C:\Users\ username \AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs
Bimo 25 Nov, 2023 @ 5:44am 
10+ starts out of 15 as egypt in forests with no deserts and 5+ starts out of 15 as canada at deserts :)
Zegangani  [author] 15 Oct, 2023 @ 4:50pm 
You have to be more precise than that. Are you getting bad starts? starts that don't correlate with your start biases? did you enable mods that aren't compatible with this Mod, such as BBS? does the game show the can't launch game because of mods error?
If it's not a conflict with a non-compatible mod (such as BBS) then you can provide the lua log and post it in the Bug Reports Discussion and I'll try to fix the Issue.

Anyway, It works fine on my end for many other people as well, and there wasn't any recent update that would have broke the mod.
sloan2 14 Oct, 2023 @ 10:19pm 
Doesn't seem to be working at present
Calistoph 27 Apr, 2023 @ 7:54am 
Is there an issue with this mod on custom maps? I'm trying to use it on a custom map I made but I keep getting an error on starting the game. Which boots me to the main menu
Zegangani  [author] 19 Apr, 2023 @ 9:32am 
I'm working on an updated Version of this Mod, with many improvements, fixes and new options and customization. Don't know when it will be ready, but stay tuned.
CaptainHuney 17 Apr, 2023 @ 1:45pm 
I'm struggling to play coastal civs and not get placed on an island, anything I can do to work around that?
Give You A 爸父 17 Apr, 2023 @ 5:14am 
It seems this mod broken since last update, I try Russia but cannot start on tundra
C1CK 16 Apr, 2023 @ 8:30pm 
It seems this mod breaks the terra map type, causes it to place civs like a normal continents map.
Silent Operator 16 Apr, 2023 @ 3:01am 
does this work if you play the U.S?
Goran 31 Mar, 2023 @ 5:11pm 
Thx mate.
Zegangani  [author] 31 Mar, 2023 @ 8:14am 
"NOTE:
This Mod doesn't make the Start Locations accurate to real life Locations of the Civs, but to their Start Biases in the Game (including modded ones). Civilizations that don't have Start Biases will still get a Random Plot assigned. See the Civ Wiki Site for more infos on which Civ has what Start Bias."
Goran 27 Mar, 2023 @ 8:20pm 
Am I wrong or why China has no BIAS?
Alf.Net 8 Feb, 2023 @ 5:17am 
@Makhates There's no problem with Rome, read the description. Rome is one of a dozen Civs with no terrain bias.

https://civilization.fandom.com/wiki/Starting_bias_(Civ6)

It should be straightforward to mod terrain bias into the game if you want to.
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Chopping Legions is a common strategy when playing Rome though. And Hills get in the way of some wonders, like the Statue of Zeus and the Terracotta Army, which are useful when playing Rome.