Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Climate: More Realistic Disaster
   
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2.231 MB
15 Dec, 2024 @ 1:58am
22 Dec, 2024 @ 10:14pm
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Climate: More Realistic Disaster

In 2 collections by adon
日本語対応MODのコレクション
215 items
Climate Change Collection
2 items
Description
About this Mod
Add various natural disasters as additions to existing disaster types.
When the NFP "Gran Colombia & Maya" is enabled, the Comet Strike and Solar Flare that occur in Apocalypse Mode are also applied to the normal game.


Occurring Disasters
Please refer to the graph in the image for numerical settings and affected targets.
The original HTML files and other files are included in the Document folder of the workshop.
Widespread Disaster
Drought is changed to a Widespread Disaster, and Drought disasters occur in various terrains. Based on the Drought specification, tiles in the area of occurrence and impact with no features will be -1 Food. Land tiles grant an yield bonuses, while water tiles do not. Drought: existing droughts will be modified to adjust incidence and grant yield bonuses. Cold Wave: Occurs on Tundra / Snowfield tiles and damages of improvements / units / city populations. Heat Wave: Occurs on desert tiles and causes the same damage as a Cold Wave. Water Pollution: Occurs in a small area of coastal / lake tiles, areas of water tiles and improvements are affected. Ocean Calm: Occurs in a wide area of ocean tiles and affects sailing type naval units and land units.
Storm Disaster:
It is unclear if this is a bug, but Heavy Rain and Blessed Rain may occur but not be drawn on the map. Heavy Rain and Blessed Rain give an yield bonus to features, so improving or removing them will remove the bonus. Heavy Rain: Occurs in clusters of Forest / Rainforest / Marsh tiles and damages improvements / units / city populations. Blessed Rain: Occurs on individual tiles of Terrain / Feature and does not damage them, only provides an yield bonus. Tornado: Existing Tornadoes will be modified to grant an yield bonus to land tiles they pass through. Waterspout: Occur from Ocean / Coast / Lake water tiles and are almost identical to the modified Tornadoes.
Climate Change Sea Level Rise:
As the climate change phase progresses, not only coastal lowland tiles but also water tiles will be affected. Phase 1/2/3/5: Low probability of naval units / structures on the water / coastal tile improvements being damaged. Phase 4/6/7: High probability of naval units / structures on the water / coastal tile improvements being damaged.
When NFP "Gran Colombia & Maya" is enabled, Disaster for Apocalypse Mode is enabled.
Comet Strike and Solar Flare disasters occur in the regular game as well. If the NFP "Gran Colombia & Maya" is Disabled / Unpurchased, the following content-dependent disasters will not occur.
Comet Strike Disaster:
In order to activate the Comet Strike, the feature "Impact Zone" is activated together. Meteor Strike: Change the fall location to one tile and adjust the rate of occurrence for regular games.Disaster intensity 3-4 may fall on a city.
Forest Fire Disaster:
When it occurs, it does not spread to neighboring tiles (spreading causes a loop), and only one tile is affected. Toxic Gas: 4-5 turns of pollution (radioactive contamination) from geothermal fissure and marsh tiles, causing to damages improvements / units / city populations.
Solar Flare Disaster:
When it occurs, it is global in scale, so the rate of occurrence and the affected targets have a low probability / units are slightly damaged. Magnetic Storm: Requirements are almost the same as Solar Flares, but the rate of occurrence is usually adjusted for gaming. Ozone Hole: Damage to improvements including Food both on water and land, and slight melting of ice tiles regardless of climate change. Pandemic: Civilian units/Military units/City populations are affected.


Supplemental Mod
The difficulty of play basically increases as disasters start to occur on various tiles.
Defensive facilities for Widespread Disaster
Defensive facilities are added because Widespread Disasters will now occur in a variety of terrains. If a city has one or more defensive facilities, it will not lose Food as in an existing drought.
List of Defensive Facilities: Aqueduct, Bath, Dam, Water mill, Pargum, Stepwel, Nubian Pyramid, Feitoria, Alcazar, Nazca Line
When playing in Apocalypse Mode
When Apocalypse Mode is enabled, additional disasters will also occur, but they will not correspond to the activation of the Soothsayer ability. In Apocalypse Mode, Meteor Strike are disabled as they are covered by Comet Strike / Magnetic Storm are covered by Solar Flare. Furthermore, normal volcanoes, with the exception of natural wonder volcanoes, erupt with volcanic gases (radioactive contamination).
Climate Change Panel
The large icons in the UI panel for disasters are changed to unique icons. However, the small icons on the list side are displayed with the original disaster type icon.


Mod Compatibility
Disaster Mods
Since we are adding a new disaster, the disaster balancing mod should not conflict in most cases. However, Droughts and Tornadoes changed by this mod may override and change the settings.
MOD Support
When the following mods are in effect, they correspond to the occurrence of disasters, unit damaged, and yield bonuses. Military units identified from Japanese-language Mods: Existing Solar Flare and Magnetic Storm damaged; Sailing neval units respond to Ocean Calm damaged. Inferno's Forest on Snow MOD: Supports Snowfield Forest tiles. JNR's Savanna MOD: Supports Feature Savanna tile. Rdner's Coastline MOD: Supports Feature Mangrove / Seagrass / Kelp tiles. Sukritact's Oceans MOD: Supports Feature Kelp tile. Sailor Cat's MOD: When Desert Woods / Desert Woods and Marshes is used, it corresponds to the Desert Forest tiles. 枫叶's Real Rivers MOD: Supports lake tiles on freshwater lakes
Catastrophic Disaster Intensity
If enabled, disaster will also occur at Catastrophic Disaster Intensity of 5. The MOD will automatically set the added disaster to 3 times the incidence rate with reference to the incidence rate of Catastrophic Disaster Intensity 4.
Real All Disasters
Although they can be used together, the comet strike and solar flare are equivalent disasters included in the MOD. It is recommended to disable it as it will cause two similar disasters of different occurrence rates and magnitudes.


Supported languages: en_US (English) / ja_JP (Japanese) / zh_Hans_CN (Simplified Chinese) / zh_Hant_HK (Traditional Chinese)
Non-Japanese translations will be machine-translated (using DeepL and Kagi Translate together).
If you post your translation data on Pastebin or elsewhere, we will add it to the mod.
6 Comments
fatzebra 25 Jul @ 7:35pm 
Information about the pandemic is provided in the explanatory text.
the21er.power.cat 22 Jul @ 12:41pm 
weird, it doesn't mention plagues above in the mod; are we sure pandemics are part of this mod. Seems fishy
Fernite learnite 22 Jan @ 5:59am 
its a good mod in my opinion but the disasters are very op
Pandemics can raze cities that have less than 3-4 pop
which is extremely annoying to play with since imagine this scenario
You have a city that's bordering another civ
Lets say Alexander
Since Alexander is a aggressive civ he would of most likely declare war on you to get a that city bordering your
Well bucko
Enjoy this pandemic and oops
There goes your most productive town that can help you stand a chance
See the problem?
an idea for me is that
pandemics could lower population by 20-25% and prevent cities from building for a certain amount of turns (3-5 turns)
fullautoSherman 17 Dec, 2024 @ 3:24pm 
it is very compatible too
adon  [author] 16 Dec, 2024 @ 10:21pm 
@fullautoSherman
Thanks for the comments.
fullautoSherman 16 Dec, 2024 @ 5:04pm 
amazing mod