Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Origin - Real Start Locations
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27 Jan, 2022 @ 6:33am
25 Apr, 2022 @ 8:35am
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Origin - Real Start Locations

Description

Choose England, start the Game, get a nice starting Location, but far from any Coast. Restart the Game. Choose Canada, get a non-Tundra/Snow Start. Restart the Game. Choose Norway, get a 1-tile Lake Start. Restart the Game . Choose the Ottomans, get a Jungle Start that later turns out not holding any Niter Resource in range. Now restart the Game or just quit?

Every Civilization Player is going through this Torture everytime they start a new Game. Countless of restarts just to get a nice Starting Location that also respects the Start Biases of the Civilization.

When that happens, Players may restart the Game until they get a nice Start, or just accept whatever the Game throws at them and roll with it. And some Players even quit if they restarted the Game a couple of Times, where in each single restart, the Player is getting punched in the Face with another bad Start.

But How about a 4th Option? One that doesn't frustrate the Player and pushes her/him to rage quit? One that doesn't work occasionally but constantly?

Congratulations my dear Friend! You are at the right Place (Pun unintended)! Because This Mod is exactly what makes all your Restart Frustration go *Poof*, and saves your precious Time that you don't have to waste on Restarts anymore.


Never waste Time on Restarts again:
The Script that assigns Starting Locations for Players is completely reworked and improved upon. In (nearly) every Case, Players will now get a Starting Location that respects their Civilization's Start Biases (modded or unmodded). Moreover, it's not just the Human Player or some Players in the Game, but EVERY Player in the Game (if there is a Location left that's valid for them).

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.
Will probably make an "Realistic Start Locations" Option at some Point: Every Civ will have a Start Bias accurate to it's IRL Location.

Works with Base Game, Rise and Fall & Gathering Storm.

Support:
Buy me a Coffee if you like this Mod and want to see more like it. Your Support is also helping me getting forward with my 4Xpansion Pass Project for Civilization VI[forums.civfanatics.com], which is a Pass of 6 Mod Packs that introduce many new Game Mechanics/Features and old Ones from Previous Game Iterations, as well as many QoL Improvements. Thanks a lot!!
[ko-fi.com]

How it Works:
- Players are sorted based on their Start Biases (based on the Tiers), while always prioritizing the Human Player. (So even if you start as Georgia, you will get assigned a plot before Civs like Mali or Ethiopia). Coastal, Desert and Tundra/Snow Start Biases get prioritized.
This ensures that Players that are harder to Place will always get assigned a Starting Plot before any other Player may grab their only valid Location.

- When checking for Start Biases of a Player, the Script checks for ALL its Start Biases, and picks the best Plot that's left as a valid Start Location.

- Terrain and Feature Start Biases no longer check if there is at least 1 of such a Terrain/Feature in range, but if there is enough of it. In the Case of Terrain Start Biases, Plots that are the same Terrain Type as the Start Bias Terrain, get prioritized. (it's done this way, because some Civs may not find a Plot near fresh water while the plot is the same as their Terrain Start Bias. Like a Desert start where the Player can only spawn on a Plains tile that's almost entirely surrounded by Desert).

Notes:
- This Mod also works for Multiplayer Games. All Human Players will get prioritzed over the AI. Nevertheless, they get organized between each other based on their respective Civ's Start Biases. However, if you want a Mod that groups (Multiplayer) Team Players together, then I suggest using my Teams . . Together . . Strong!! Mod instead.

- This Mod doesn't affect the Map Scripts, but only the Script that assigns the Start Locations for the Players. So Start Location will still depend on the Final Map. Though, in any Case, this Mod is structured to find the BEST Starting Plot that each Civ can have on a Map.

Compatibility and Recommendations:
This Mod is fully Compatible with:
- Customization VI: If you want to adjust the Distance between Players and City-States, then I recommend using this Mod alongside Origin.
- and Yet (not) Another Maps Pack: Just make sure, in the Set-Up Menu you set "Start Position Link" to 'Random'.

- Not Compatible with my Teams . . Together . . Strong!! Mod: Use that Mod instead of this One if you want Team Players to spawn close to each other.

Not compatible with Got Lakes (Various Worlds) Map Script, Better Balanced Starts or any other Mod that alters AssignStartingPlots.lua.

Special Thanks:
- To Gedemon for The Function that gets All the Valid Starting Plots.
- To AOM for the Function that sorts Players.

Check Out My Other Mods:
- Resource Cultivation: Cultivate any Resource in your Territory that you have worked.
- Real Allies: Stops all Alliance Players from attacking each others' suzerained City-States.
- Customization VI: Customize your Game with various Options.
- Free City States [Revived]: Free Cities have a chance to turn into City-States.
- Teams . . Together . . Strong!!: Team Members spawn close to each other and away from other Players.
- Uninterrupted Wonder Construction [Revived]: Stops all Players from building a Wonder if it's being built by another Player.

Feedback & Suggestions:
Feel free to share your Experience with this Mod, and any Ideas that you think could improve it. Feedback and Reports are always appreciated.
Popular Discussions View All (1)
7
1 Oct, 2023 @ 8:08am
PINNED: Bug Reports
Zegangani
129 Comments
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