Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Balanced Maps 1.20
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Update: 30 Mar, 2024 @ 1:19am

**Bugfixes :**
* Fix City States not spawning on map
* Oasis are now removed around ring 6 when terraforming deserts
> Oasis being next to lakes is a firaxis thing you can encounter on the map, but are now removed around non-Mali spawns to avoid awkward oasis surrounded by plains during desert terraformation.
* Fix Mali without freshwater
> When spawning next to an existing oasis, it was not correctly tagged and could be removed.
* More fix to clean harbor tile
> Another rare case could happen when existing lux ring 1 was set as guaranteed and occupied the only available harbor tile. The tile is now cleaned earlier and lux will be added later if needed.

Update: 21 Mar, 2024 @ 4:44pm

Bugfixes :
* Fix game crash when you do not have the Maya/Gran Columbia DLC
* Fix Mali to not spawn directly on oasis
* Fix wheat on desert (coming from deleted desert floodplains, they are now terraformed to plains)
* Fix missing resources in coastal spawn
> Fishing luxes could be deleted when checking the lux cap after the coastal score was calculated, leading the following methods to believe the luxes were still there. Now if luxes are deleted, the score will adapt accordingly and give you another resource.

Update: 19 Mar, 2024 @ 11:50am

Bugfixes :
* CS no longer spawn directly on natural wonder
* Fix bananas without jungles
* Fix mali without oasis

Update: 18 Mar, 2024 @ 11:47pm

** Features changes : **
* An additional check has been added on top of "peninsula score" to make sure there is enough space to settle around (mainly because of mountains, so exception made for Inca)
* Lakes : world age setting now working properly.
* Notification at game start fixed, now display minimum distance between 2 players.
* High yields settles (4 food or 3 prod) also removed from coast.

**Tundra civs :**
* Food rebalancing algorithm that could add sheeps will no longer apply. You will get sheeps only from natural generation and the guaranteed one.
* Slightly higher chance to add hills + deers instead of hills + forest when adding prod to tundra tiles.
> Since Russia is now closer to border to look for food, sheeps are no longer required for both civs. To help overall Canada without changing Russia too much, the missing 1/2 yields added around the spawn that were most of the time hills + forest in tundra will have a slightly higher chance to be have deers. You should get more resources more often overall (spread up to ring 6) and avoid frustrating sheeps spawns for Canada. We will continue to monitor how it evolves for both civs thanks to your feedbacks. (might remove the guaranteed sheeps completely for tundra ?)

** Bugfixes :**
* No longer spawn next to map borders on Inland seas and Tilted axis.
* Jungle on grassland (did not pushed correctly the fix in 0.22)
* Deers in jungles fix
* Amber could be on 2 differents continents
* Grass/plains could appear in the middle of tundra in rare case
* No harbor tile ring 1
* Desert terraformation related bugs
> * One tile "coast" fix, coming from oasis, so left them as such for now
> * Volcano on grassland hills fix from desert mountains
> * Small inactive desert floodplains have been removed.
> * Fresh 1/3 Gypsum settles not properly removed (coming from desert gypsum terraformed after the main high yields cleaning)

Update: 14 Mar, 2024 @ 11:50pm

Update: 14 Mar, 2024 @ 4:52pm

Bugfix crash on Highlands

Update: 14 Mar, 2024 @ 4:23pm

Features changes :
Because of the fact that most spawns are initially low yield, the desired yields average in ring 1 and 2 (especially prod) were too often close to minimum values. Some randomness in desired means have been added to have more spawn diversity and the base minimum yields have also been increased to avoid empty spawns outside of the guaranteed tiles.

Adding overall more variations to yields averages in ring 1 and 2 and higher base minimum production.

Floodplains slight avoidance on spawn for non-floodplains civs
Because of the difficulties to balance such spawns that cannot be terraformed and may induce more rng due to disasters, almost all civilizations will prefer to slightly avoid floodplains on ring 1 if possible. Spawns with too many floodplains ring 1+2 leaded to inalterable tiles and could prevents the addition of guaranteed yields. It should not affect to much the civ placement

Removed globally natural settles on 3 prod (gypsum, ivory, deers on hills and fresh water)

Tundra civs :
Guaranteed Deers ring 1 for all tundra civs (hills or forest, can be both)
Higher chances of adding deers during yield adjustments ring around tundra spawn
Snow avoidance : not allowed to spawn with more than 3 snow tiles ring 1+2
Canada will spawn deeper in tundra if possible (less than 3 non tundra in ring 3), while Russia will be closer to non-tundra tiles (at least a few in ring 3)

Bugfixes :
Missing guaranteed 2/2 in ring 1
Missing guaranteed early game strategics
Missing guaranteed Fish+Reef (could be modified if naturally present)
Jungles on grassland (missformed guaranteed aluminium)
Volcano on grassland hills (check volcano before mountain removal)

Update: 11 Mar, 2024 @ 2:04pm

Update: 11 Mar, 2024 @ 12:14pm

Update: 11 Mar, 2024 @ 11:45am

Spawn balancing :

Guaranteed 3x 4 yields 2/2 tiles in ring 1-2
Guaranteed 1x (at least) 4 yields tile with at least 3 food in ring 2
Guaranteed 2x lux in ring 3 (max 3x lux)
Maximum 2x 5+ yields or 4 yields + extra (faith, culture, science, 3 golds) in ring 2
Guaranteed at least 1 turtle OR 1 reef fish for coastal spawns (and at least 2 workable sea improvements)

Pangaea script update :

=> Pangaea script has been updated to reroll the map if it has too much water in the middle on the map. This should drastically decrease the generation of distorted pangaea (but it is not perfect as you can still have long and thin layers of ocean inside the pangaea, should be possible to make more restrictions depending on feedback)

Map analysis :

=> Each tile is scanned before placing civ, giving a density score for each terrain, feature and resource 6 rings around it => will be used to find better bias

=> A new "peninsula" score is given to every tile, it is calculated with how much land is accessible by walk in 6 steps. A spawn surrounded by too much mountains or water is no longer valid. The score is capped to prevent civs placed first from taking systematically the middle of the map. If a civ can not meet all the minimum condition (usually no bias civ placed last) you may encounter firaxis placement.

=> Forest density has been homogenized overall. Starting from initial 18% on land tiles, have a chance to add a new forest on tiles lacking forest density. Usually ends up to ~25% forest on the map.

Placement :

=> The score calculation to find the optimized possibles spawn placement is based on the "peninsula score" (1), "bias density score" (2), minus a tundra score (3) avoiding getting too close if not desired.
=> Placement order is no longer based purely on tier. It is based on how many tiles are valids for spawn and are respecting the bias of the civ (having a desired resource in ring 2-3 for example). Civ with most restrictions are placed first. No bias civs are still placed last with a increased peninsula score cap.
If a civ has no valid tiles with bias, it uses any valid tiles left (to avoid firaxis placement, for example Spain that has no split available on coast on a pangaea).