Sid Meier's Civilization VI

Sid Meier's Civilization VI

Catastrophic Disaster Intensity
86 Comments
SmolThink 26 Jan @ 11:53am 
idk what I did, but I think this mod broke in my game. In the beginning it was catastrophic events non stop, then it just stopped? just turned back to moderate floods and everything. anyone else experience this?
OrcaFlutter 5 Oct, 2023 @ 9:35pm 
When I set up a single player game, clicking "Apocalypse Mode" automatically changes the disaster level back to 4...
DeadWeatherDrums 19 May, 2022 @ 7:15pm 
From what I can tell by reading all the comments and between-the-lines, this mod works fine and as intended and on GS and NF and Apocalypse, so fear not, subscribe, and destroy stuff.

I'll report back in a few weeks when I start and conclude a game, assuming I don't experience a mod conflict and can't use this. Which I'm fairly confident won't happen.
Ripz 13 Feb, 2022 @ 10:40pm 
and what about the mod real all disasters which adds comets and flares to normal game?
Ripz 12 Feb, 2022 @ 10:52pm 
this work with apocolypse mode too?
FalseZen 7 Sep, 2021 @ 10:08pm 
I really don't think that the never ending forest fires is the mod, because I'm just now installing it , and I've had this happen on level 4 apoc mode. It caught fire early on, and it didn't go out the entire play-through.
Temida 6 Sep, 2020 @ 9:01am 
Please make this type of mode for apocalypse mode!!!!!!
:steamsad:
The Grocer Of Despair 19 Jul, 2020 @ 5:03pm 
Yeah, that seems to be a problem with Vanilla, not this mod. Hmm,
The Grocer Of Despair 19 Jul, 2020 @ 10:33am 
It works but forest fires have a tendency to never go out on level 5 if the forest/jungle area is large. They just keep circling around, stacking bonuses.
JoojMeister 23 Jun, 2020 @ 9:05am 
still works?
Comrade Chris 3 Jun, 2020 @ 8:27pm 
Would it be possible to make it compatable with the Apocalypse mode, i quite enjoyed playing with this mod before, and would love to have them both combined
Tangletale 24 May, 2020 @ 12:51pm 
Does this work with the new Apocalypse Mode from the New Frontier Pass?
xxx78 19 Mar, 2020 @ 4:08pm 
After using this a time now I would like to have even more disasters.
To increase number of normal disasters can I just increase this add *2 after OccurrencesPerGame in this line?
OccurrencesPerGame FROM RandomEvent_Frequencies WHERE RealismSettingType='REALISM_SETTING_HYPERREAL' AND OccurrencesPerGame=1;
xxx78 12 Mar, 2020 @ 2:19am 
Great mod, thanks for sharing it.
xxx78 12 Mar, 2020 @ 2:19am 
neilwilkes 25 Nov, 2019 @ 6:37am 
I would love to see Earthquakes, Tsumani & Meteor/Comet impacts as well as Solar Flares once Electricity has been researched (nobody would really notice an X-30 class flare (Carrington Event equivalent) otherwise, plus a very rare "Micronova" event as well.
Pizza the Hutt 10 Nov, 2019 @ 5:03pm 
I felt like this mod was needed because the intensity of disasters is pretty weak. This mod still doesn't fulfill my desire, but thank you for the effort.
BluePhazon#1353 5 Oct, 2019 @ 2:57am 
My apologies, I was playing on a large map, late game now there's an event almost every turn since I've uncovered pretty much all 100+ volcanoes (they weren't logged if I hadnt discovered them I'm assuming). Still, it'd be nice if there was a little more variety than a volcanic eruption every turn on primordial (I rarely if ever saw anything besides eruptions) but that's probably a symptom of there being too many volcanoes when the game rolls for a disaster and the inability to have more than one per turn.

Fun mod, otherwise!
p0kiehl  [author] 2 Oct, 2019 @ 3:40am 
It's not broken. I used it with primordial the other day.
BluePhazon#1353 1 Oct, 2019 @ 7:54pm 
This mod's broken with the September update, primordial map. Volcanoes all around me, nothing has erupted. No floods, no hurricanes, absolutely zilch.
Cuso 14 Sep, 2019 @ 1:30pm 
Hi! For some reason when using this mod sometimes a disaster would reveal a part of the map for me. That part would remain revealed until another one appeared. It didn't happened with every disaster, but when it did it would not appear in the event history.
Foolish 5 Aug, 2019 @ 8:39am 
yikes
Cosmic Fox 27 Jun, 2019 @ 5:38am 
I want to apologize how I acted with you pOkiehl, I responded to you in a childish manner, not like I am in normal life. I am a super nice person and Love your work and others. From now on I intend to extend positive responses across the board to all who help make this game better.

It taught me a lesson I will never forget and I am 64 years old
Thanks for your great work and please do not stop! :steamhappy:
neilwilkes 16 Jun, 2019 @ 10:55am 
Does this mod include such things as Meteor/Asteroid/Comet strikes, Tsunami, VEI-8 Volcanoes, Solar Flares/Superflares & Gamma Ray Bursts?
Would be totally cool if so.........what is needed is a rare chance of an Extinction Level event
p0kiehl  [author] 3 Jun, 2019 @ 12:55pm 
No. This mod does not affect map generation whatsoever.
Exí 3 Jun, 2019 @ 12:26pm 
Is it possible that using the mod causes Floodplains to appear less often?
p0kiehl  [author] 16 May, 2019 @ 5:50pm 
Nope, doesn't cause crashes. I play with it all the time.
Halcyon 16 May, 2019 @ 5:31pm 
seems to be causing crashes for me everytime there's a storm
p0kiehl  [author] 12 May, 2019 @ 10:13am 
Yeah, that's part of the risk vs. reward with disasters...
Sig (Von Luck WT) 12 May, 2019 @ 7:17am 
Great Mod, Only downside to this that I've noticed is that when I was playing my capital was next to to a violent volcano and it kept wiping out my Capitals population at a critical time when I was trying to grow and expand. Ended up starting a new game as a result.
Burp Reynolds 11 Apr, 2019 @ 12:24pm 
This is a nice change from the peaceful DI 4. Even on Marathon the level 5 disasters happen often. 2 Tornadoes, an eruption, and a flood within a few turns of each other. I like to give my civs the challenge of surviving by settling in between two volcanoes. The resource bonuses are pretty nice too.
Зэк батька 11 Apr, 2019 @ 11:18am 
How to increase cell flooding?
Burp Reynolds 10 Apr, 2019 @ 11:32pm 
Going to give this a try as I find 4 kind of weak. Where's a volcano that will wipe out my civilization?
emjay_dee 2 Apr, 2019 @ 9:27pm 
Thanks for the update; you saved me from some disappointment and wasted time!
p0kiehl  [author] 1 Apr, 2019 @ 10:12am 
This mod does not make climate change any faster than if you chose the 4th level. After the patch it will not affect climate change speed at all.
Woof 1 Apr, 2019 @ 12:13am 
So the upcoming Antarctic path notes video said that the higher the disaster setting, not only does it change how often they happen but it also speeds up climate change. Does this mod only change the frequency? I want more disasters but not a super fast early climate change rate.
Exodus 26 Mar, 2019 @ 2:25pm 
Ah, I see. Thanks for the tip.
p0kiehl  [author] 26 Mar, 2019 @ 7:10am 
@TripleExit - In general the game is hardcoded to only allow 1 disaster to exist per turn (exception being droughts). Upping the frequencies beyond what this mod does won't do anything.
JNR 22 Mar, 2019 @ 1:08am 
@Swoab: yes, they are compatible. Historic Speed changes the BASE frequency, RCC - Disaster-heavy Climate Change changes the frequency from climate change, only. Different tables modified. I'd recommend using them together, actually.
nut9931 19 Mar, 2019 @ 4:16pm 
(I used Google Translate.)

Can you include my modification file in the mode?

1. Increase probability of flood and volcano among existing disaster levels by 3 and 2 times, respectively
2. Reduced storm and drought probabilities of existing disaster levels by 2 and 3 times, respectively
-> The probability of floods, volcanoes, storms and droughts is 5 ~ 10.
In particular, we lowered the storm 10, 20, and 15, 30 drought levels to 5, 10 for the 4th level of disaster. Now, storms and droughts do not happen too often.

3. Disaster probability increase rate at level 5
Flood, volcano: 2 times
Storm, drought: 1.5 times


The modified file is here.
https://drive.google.com/open?id=1xWPbPtwkoWjQbIJc7gpKpbKcgDukGTlw
Exodus 19 Mar, 2019 @ 1:06am 
Can you make this scale up to a level 6, 7, or 8? 10!? Basically so the entire world is thoroughly destroyed every single turn in late game climate change. Or... i'm guessing theres a limit to how many of each disaster there can be each turn? Like you can't have 20 hurricanes on a large map or something. Unless there is no limit. Idk how the disasters determine how/where to spawn.
Neko 15 Mar, 2019 @ 6:39am 
Hello,
Does this mod work with Rebalanced Climate Change and the feature that Climate Change increases frequency of floods, storms, and droughts. Increase is bigger for strong disaster variants?
p0kiehl  [author] 14 Mar, 2019 @ 10:19am 
As I said, I fixed the sea level rising. And rivers are flooding regularly; that was never broken. The mod is completely working now.
ejkul 14 Mar, 2019 @ 10:11am 
In the game I finished playing yesterday with this mod on there were no river floods or polar melting.
p0kiehl  [author] 14 Mar, 2019 @ 4:59am 
@Sstargamer - Thanks for reporting. I had a look and you were right - found the bug causing the tiles to not flood. Just uploaded a fix after I verified that flooding was occurring properly and the bar is changing. Not sure if it will apply to games in progress, unfortunately.
p0kiehl  [author] 14 Mar, 2019 @ 4:25am 
@ejkul - That's incorrect. Rivers flood very consistently and the ice caps do melt. There was a bug that I literally just fixed causing the sea level to not rise though.
ejkul 14 Mar, 2019 @ 4:20am 
This mod didnt work (at least in my game). The ice caps never melted and there was no change in sea level. Rivers also never flooded.
Sstargamer 13 Mar, 2019 @ 9:05pm 
Hey man, The Climate Change system is not functioning correctly with the mod, it counts up 1/9 i even got to 10/9 but there was no change on the actual bar, and none of the tiles actually flooded.
ubereffect 13 Mar, 2019 @ 2:41pm 
@p0kiehl
RE: Disasters somewhere almost every turn. I'm guessing this depends on map size?