Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Meteors
37 Comments
adi 4k 28 May @ 10:37pm 
Got it, thanks! Unfortunately, we play multiple "cloud-like" games at the same time using hot-seat on PYDT, and we only keep enabled UI mods.
Spectrum  [author] 28 May @ 11:59am 
@adi 4k I'm pretty sure that's how it supposed to work. Only mods that affect saved games are present in the mentioned list on game load. While this mod doesn't mess with saved games and works only while it's enabled in Mods settings.
adi 4k 25 May @ 1:25am 
@spectrum I have created a hot-seat game with this mod, played a turn, saved, exited.
When loading the save -> the mod is not listed.
Does it work when loading a save of a game created with this mod enabled?
the21er.power.cat 5 Jan, 2024 @ 12:34am 
this is a great mod idea, getting a chariot from a meteor was not a well thought out idea lol
BKGamesPI 5 Jun, 2023 @ 12:51pm 
tyvm m8
Spectrum  [author] 4 Jun, 2023 @ 8:27pm 
RM is now compatible with latest version of BBG (5.3.2). Also RM now removes floodplains from the tile with spawned resource instead of allowing building mines on floodplains.
Spectrum  [author] 3 Jun, 2023 @ 2:28pm 
Mod is still working as intended both in singleplayer and multiplayer game with Maya & Gran Colombia DLC.

@Thendar @Germanic
BBG overwrites my SQL edits due to higher load order value. I'll take a look on what it introduces and if it's safe to overwrite, I'll release the update with bumped load order value.
BKGamesPI 31 Dec, 2022 @ 9:03am 
This is still working in my games, non BBG did y'all do this step btw,
~ To improve spawned resource you'll have to remove Meteor Site with Builder.
Thendar 13 Apr, 2022 @ 4:02am 
Doesnt seem to work with the newest version of BBG (4.7.7), prob because it also changes what meteors can spawn. Is it possible to get a work around? I hate the default meteors D:
Spectrum  [author] 9 Oct, 2021 @ 10:28am 
As ChrisMartin already mentioned, this mod can't be loaded for existing saves that were started without it, so starting new game is the only option to try it. That's caused by internal Civ6 engine limitations and my intention to make mod as lightweight & simple & future proof as possible.

Basically, deterministic spawner algo I've coded makes every given turn to always spawn same resource (to prevent multiplayer game desyncs), and it's completely fine for default max 1 Meteor Shower per turn, different turn numbers will result in different outcomes. But when you load the game, it runs same "spawning event" under the hood for all existing Meteor Sites, and if Real Meteors wasn't active before (which means there are no spawned resources under existing Meteor Sites), exactly same resource will be spawned for every site, but that's not a behavior I'd like to see.
ChrisMartin 17 Aug, 2021 @ 1:58pm 
You can't add this mod after you have started a new game.
So I find the description correct.
Arcadian 17 Aug, 2021 @ 1:54pm 
"Mod is marked as "Affects Save Games" and can't be loaded for existing saves."

Don't you mean it CAN affect existing saves?
Arcadian 17 Aug, 2021 @ 1:49pm 
Brilliant! As it should have been.
axatoramus 12 Jun, 2021 @ 1:01pm 
Ah ok... nice!
axatoramus 11 Jun, 2021 @ 4:56pm 
Cavalry spawn in ancient time immediately gave AI 70+ city defence.. totally broke the game.
ChessPro2007 10 Jun, 2021 @ 6:39am 
'No more horses from outer space!' Lol
Royal Raven 5 Mar, 2021 @ 6:11pm 
Yeah I think because the AI does not know how to interact with meteor in this mod. The AI might not know to remove the meteor site before they can improve on the tile.
Spectrum  [author] 2 Mar, 2021 @ 10:14am 
@Royal Raven - Actually I didn't specifically test it either, as Meteor Site implemented as regular tile improvement. Though I don't think I've noticed any unimproved Meteor Sites within AI territory in late games, so AI at least handles them somehow.
Royal Raven 28 Feb, 2021 @ 8:28pm 
So it says, "To improve spawned resource you'll have to remove Meteor Site with Builder." Will the AI also do this? I did not really pay to much attention to my last game, but I saw a few sites in AI territory and they we not worked. I did not investigate further.
ChrisMartin 7 Feb, 2021 @ 2:01am 
Take a look at this mod description.
Petko_ 7 Feb, 2021 @ 1:38am 
Aluminium and uranium can spawn only if i have that resource revealed?
Alf.Net 21 Dec, 2020 @ 8:27am 
@NK Heavy Cav costs Iron, so meteors give it for free instead. It's an abstraction of one-off lumps of Iron.
=[NK]= Col. Jack O'Neil 1 Sep, 2020 @ 4:47am 
I'm sorry, but who had the dumb idea to have a heavy cav unit as a reward from a meteor strike?? And why the hell did everyone agree with that dumb person's idea??
Skardi 31 Aug, 2020 @ 6:27pm 
I'm looking forward to trying this mod out immediately! Thank you so much for taking the time to do this. I was really irked by the way meteors worked when the historical implications were so much more obvious for a game derived from the history of civilization.
ChrisMartin 28 Jun, 2020 @ 9:39am 
Thank you :)
Spectrum  [author] 28 Jun, 2020 @ 5:46am 
@ChrisMartin - RM just safely disables RMB, and it doesn't matter is it a new game or loading from the save. Feel free to continue your saved game, it won't cause any errors.
ChrisMartin 28 Jun, 2020 @ 5:37am 
I see random "goody-huts" rewards + the metal your mod places, are a bit OP. So wise move.
Just a quick question; I'm way deep into a game with both RMB and RM. RMB are also with "Affects Save Games", and can't be removed from existing game.
Will RM just overwrite, and nothing else happens, or will there be issues in the long run?
Of course I'll disable RMB in my next game.
Spectrum  [author] 26 Jun, 2020 @ 10:54am 
Today's updates recap:
1. Meteor Site now behaves like tile improvement and provides +2 Science if worked by citizen.
2. Non-spawnable resources like wheat or horses no longer survive Meteor Shower and getting replaced with some spawnable resource like stone or iron.
3. Mines can now be built on floodplains with mineable resource. Please give me a shout if you notice any issues.
4. Real Meteors is no longer compatible with Random Meteor Bonuses.
Spectrum  [author] 26 Jun, 2020 @ 10:45am 
@Scarno - Actually I've planned to do it from the start, but didn't have enough experience with Civ 6 modding. Now I'm a bit more confident and you reminded me to finally make something with Meteor Site hex itself to stop it from simple disappearing on visit, thank you! :)
P.S. I think 2 Science yield should do it. One will face the choice between using its bonus science or removing it to replace with resource improvement.

@Sidewinder Fang - I'm glad you like it!
Sidewinder Fang 24 Jun, 2020 @ 11:09am 
Thanks for the mod, the horse thing always bugged me.
Scarno 24 Jun, 2020 @ 10:07am 
Thanks so much for this mod. Makes so much sense compared to cavalry! I've got one suggestion, though I don't know whether it's beyond the scope of this mod - is it possible to make meteor site hexes provide a science yield? I feel like even just a small +1 science yield would make sense from working a meteor site.
Spectrum  [author] 8 Jun, 2020 @ 1:24am 
@fae.briona - Technically I can force replacement of non-spawnable resource like Wheat or Horses with spawnable one, I'm just not sure that doing so wouldn't cause compatibility issues. Fertilizing empty tile is totally safe, but replacing existing resource may conflict in some way unknown to me.
fae.briona 7 Jun, 2020 @ 2:59pm 
lol -- had a shower in the first few turns, just outside my sight range; was disapointted to see that it had landed on a Wheat tile when I finally got there; thanks for the mod, the horses [or stronger units late game] made no sense
miguelalex888 2 Jun, 2020 @ 6:53am 
Will download almost entirely because of the image lmao. But seriously good job.
Spectrum  [author] 31 May, 2020 @ 8:58am 
@Honey - Damn, what a shame. I had to step into Civ modding myself to get rid of those freaking space horses. T_T

@conorbebe - You're welcome! I felt the same way when finished RM. :)

BTW spawn rates are not final yet, I need to gather some log data to get average Meteor Showers count per game. At the moment I'm aiming for 0.3-0.5 uranium spawns per game for gameplay reasons. I would like to see some rare late game uranium spawn in uninhabited location which will make players who are low on it to take some emergency actions.

So yeah, I definitely won't make it more then 11%, and most likely lower to 8% or so.
conorbebe 31 May, 2020 @ 5:58am 
Thank you for this! Glad that silly cavalry bonus is gone!
Maybe lower the uranium chance a little more though? Apparently uranium is very rare in meteorites.
Honey 31 May, 2020 @ 4:31am 
I wanted to make smth similar but you did first. ;-)