Sid Meier's Civilization VI

Sid Meier's Civilization VI

766 ratings
Endgame Map Replay
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File Size
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13.221 MB
16 Nov, 2021 @ 1:59pm
27 Nov, 2021 @ 10:09am
3 Change Notes ( view )

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Endgame Map Replay

In 2 collections by Technoluddite
Technoluddite's Mods
6 items
Technoluddite's UI Collection
51 items
Description
Relive the rise, or maybe the fall, of your civilization and see how the rest of the world evolved over the course of the game.

Updated 2021-11-27
New: Bugfixes for Hotseat games

End Game Replay
A new tab, 'The World', is added to the End Game screen. When selected this displays a map of the of the world, initally showing it as it was at the begining of the game. History can then be replayed showing cities being founded, infrastructure being built, territory gained and lost, and religions spreading over the course of time.
There are playback controls at the bottom of the screen to control the replay speed, skip forward and back through time, etc.

In-game Map
The map history is also available during a game, as well as at the end. It can be accessed from the Map History button on the Launch Bar (top left of the screen), and will show the known world as it exists at the time. All the same playback controls are available as for the End Game screen.
The In Game map does not reveal any information that the player didn't already have access to. It will only show territory that you have actually explored, and will not show resources that you have not learned about.
There are two modes for this screen, a window view and a fullscreen view. By default, it will open in fullscreen mode and you can switch between this and window mode using the expand\collapse button to the left of the close button.

Options
There are a number of configurable options for what is shown on the map: Land ownership or religion overlays; cities, infrastructure, resources and features on each tile; which events should generate a 'ping', and whether to play a sound for each ping. These can be accessed by clicking the leftmost button in the playback controls (the one with the gear icon).

In the End Game screen you can also choose whether to show unrevealed resources, unrevealed territory, whether to scale the size of map to the amount of visible territory (if not showing unrevealed territory) , and whether to dynamically centre the map to try and make sure the edges are through water tiles.

On the In Game map only dynamic sizing is configurable; unrevealed territory and unrevealed resources cannot be shown while the game is still in progress, and the map is always dynamically centred on the revealed territory.

Default settings for most of the options can be changed by editing AKMH_DefaultOptions.lua in the mod directory. You can also completely disable the In Game map, or change whether it defaults to window or fullscreen by setting the relevant option in this file.

Performance
Has been tested with huge, sixteen player, maps on marathon speed out to around turn 1700, as a worst case scenario: Impact on the game performance is minimal, adding may be second in between turns in the late game, and one or two seconds to the time to load a save game from around turn 1000. On a standard map at standard game speed there is almost no impact.
Map display and playback performance remains acceptable even in this worst case scenario. Maximum playback speed is, however, effected by the size of the map and the amount it is changing from one turn to the next: Speed 10 on a huge map around turn 1000 will be slower than speed 10 on a small map around turn 100. Reverse playback is also slower than forward playback.

Compatibility
This mod needs to be active to track changes to the state of the world, so it is best enabled from the start of a new game, although it can be added to, or removed from, in progress games at any time. Although it does add data to savegames it is not marked as AffectSavegame as it does not make any gameplay changes.

Should work with any combination of Expansions\DLC, but has only been tested with all DLC enabled.
Should play nicely with mods that add new districts or wonders, as long as they have icons that are similiar in style and size to those of the vanilla game.
Will probably conflict with other mods that change the End Game screen, if there are any of those!?

Has only been tested with singleplayer games, but it should work for hotseat and multiplayer games as well.

Credits
Chinese translation by 'D'
German translation by Junky included in Civilization VI Mods - German translations
Russian translation by Skalozubio included in Civilization VI Mods - Russian translations

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Popular Discussions View All (3)
7
10 May @ 4:46pm
PINNED: Bug Reports and Troubleshooting
Technoluddite
4
15 Mar, 2022 @ 2:56pm
Hide hex grid + Ultrawide resolution
Laslas
3
23 Nov, 2021 @ 11:52am
Add world/civ population counter
The TNT Tiger
80 Comments
writtendown 1 Mar @ 3:11pm 
This used to come with base game in previous games.. I am wondering if it is possible to use the strategic map view for a similar concept?
mikejj 28 Feb @ 5:53am 
A lot of the time the buttons just stop working or move the wrong amount of time, and when playing it, the map can sometimes just split into 2 and keep playing while separated.
MXcream 12 Feb @ 11:16am 
Nice mod! Wish, it wouldn't cover leader icons ui in 4:3 alongside with other mods
Zombridal 4 Jan @ 2:05pm 
I can't even check what everyone else says is broken, at the end of the game the buttons to watch the replay were underneath the normal end game buttons meaning I couldn't click them, is there something I did wrong?
Stagnetti 28 Sep, 2024 @ 8:44am 
Sometimes I have the issue other people have reported. I've found a pattern which might help. I seem to encounter a bug later in the game, where the highlighted plots in the city view (when placing a wonder/district) don't disappear until I leave the city view (and this kind of ties in with having CQUI installed). So, I go into the city view (which has more stuff on screen with CQUI), I select a district and the possible plots are highlighted green, I cancel placement mode, but the plots are still highlighted until I close the city view.

Anyway, right when I encounter this bug, that seems to be when this mod stops recording the turns. It's either a big coincidence or it might be a conflict with CQUI. I've had other games where the missing turns happen right after I start conquering another civ - and this is usually in the pattern of - I kill a civ, I make peace, then I start a war and take over another civ. So right at the point the war is declared, the turns stop recording.
pitonsnaboca 21 Mar, 2024 @ 3:10am 
This is a big favourite of mine. Works just fine for me, yesterday I spent a good half hour looking back and forward through the endgame map, watching how my last game went on.
Love it.

If I had to point out anything I would like to see tweeked here, maybe an option to hide the hexagons grid, if possible.

But great job. Thanks.
Novantico 12 Feb, 2024 @ 10:19pm 
Looking into getting this mod. Has anyone figured out what the deal with the apparent missing the last 30-50 turns big is? Like is there any workaround? On an older comment in the bug reports thread it was suggested to try loading a save a few turns before the end and playing them through again with the idea that it’d somehow work that time.

I think either way I’m probably gonna grab the mod because I love seeing stuff like this so much that I’ll just take whatever I can get (as long as it doesn’t break my game itself of course.)
Pelé 13 Dec, 2023 @ 6:54am 
Hey, first of all: great mod, working properly!

Secondly, I don't know if it's possible but if you could add an option for the replay to show just religion spreading to show religious victories properly that would be cool.
itikex 18 Nov, 2023 @ 3:15pm 
I also had the same issue as the previous comments. Works fine but doesn't show the last ~30 turns :(
SyntaxError 14 Oct, 2023 @ 5:11pm 
Have the same issue as previous posters: won't display the last 30+ turns. A real shame, because I love this mod!