Sid Meier's Civilization VI

Sid Meier's Civilization VI

Alternate Cartography
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Update: 27 Apr, 2021 @ 11:44pm

Added new Rift map script. This script generates worlds which have a sea of varying thicknesses stretching across the entire width of the map. It is based loosely on the idea of the Inland Sea map, only with more variety in the biomes and coastline.

Very low sea levels sometimes, but not always, have a direct route by sea, around the whole world. Very high sea levels sometime, but not always, have sections of coastal water that connect the Northern and Southern land masses.

Foliage is a new option for setting the abundance of woods and jungles.

Update: 12 Apr, 2021 @ 5:30am

- Increased the size of coastal mountain ranges on higher ridge settings on Fjord.
- Added finer control over sea levels on Atoll.

Update: 2 Apr, 2021 @ 4:19pm

- Fixed issue with Geothermal where volcanoes sometimes spawned as regular tiles.
- Added an option to Geothermal to control the level of randomness applied to terrain types at varying distances from a volcano.

Update: 2 Apr, 2021 @ 1:55pm

Rebased Fjord and Sahara maps using the Gathering Storm versions of the underlying map scripts in order to allow for DLC features such as volcanoes and flooding.
Added sea level options to all maps (with finer granularity where feasible).
Added sea level control for the lakes inside land masses for Atoll to allow for control over the thickness of strips of land.
Added control over the density of coastal mountain ranges for Fjord.
Slightly increase the resource density on Sahara.

Update: 25 Mar, 2021 @ 4:42am

Restored natural wonders to the Atoll map script.
Increased forest density on the Fjord map script.

Update: 25 Mar, 2021 @ 4:19am

Added Atoll map script.