Sid Meier's Civilization VI

Sid Meier's Civilization VI

Wetlands
405 Comments
pocopoco123 15 Jun @ 11:17am 
My etemenanki is not working with this mod, but I'm not sure if this is where the issue lies. The only mods that mess with Etemenanki and/or floodplains are BBG (which nerves Ete) and Wetlands. JNR, do you think this might be due to a conflict between the two mods? Maybe Wetlands changes the designation of some floodplains, and BBG-affected Etemenanki no longer treats floodplains as such. Also, it's affecting plain floodplains. Idk if it does the same thing to grass floodplains.
JNR  [author] 7 Apr @ 3:20am 
Have you made sure that they're unimproved and that there is enough Appeal?
TheWanderer251 6 Apr @ 12:07pm 
Swamps cant become national parks, have you considered changing that at all plz?
Nightmare576 6 Apr @ 9:32am 
Ok so after some troubleshooting, I found that the models don't work when I load a game configuration that had different mods from the ones I'm currently using. So, if I download some mod, save a game setting, and then disable that mod and go load that setting and start a game, then the problem shows up.
AzureCloud 16 Mar @ 2:37am 
@JNR having the same issue as Khia Malifa (name lol), peat farms do not receive any bonus from base game version of water mill
VModBAddict 7 Mar @ 5:02pm 
Pretty sure the DB Civ 6 Gold incompatibility only dates from the Aug updates last year, btw - I had them working together fine previously
VModBAddict 5 Mar @ 5:12pm 
I have same issue as @Darkerbeats below (prev page) but have narrowed it down further to DB Civ 6 Gold. So very likely incompatible. They don't work together even if all 'Gold' options are turned off. Shame - this is a great mod, but there are too many DB Civ 6 Gold options I can't live without
ZuryMcFlapjack 1 Feb @ 8:31pm 
Does this mod still include the quarry art for peat?
changing peat back to quarry was easy enough but the artwork does not display properly, just an exclamation mark
VasellineNtoRque 29 Jan @ 5:31am 
Where do I go in the game files if i want to edit the 'lady of the reeds and marshes' pantheon?
cozmicclockwork 22 Jan @ 4:47pm 
Sorry, I actually figured out the mod conflict. It was a mod used for removing otherwise irremovable features that I was using. It actually didn't move it somewhere else, it really did outright remove the ability from the tech tree. Probably had something to do with that specific mod also allowing the removal of floodplains with engineering is my guess. Swapped to a different mod and its working fine now.
JNR  [author] 22 Jan @ 1:45pm 
Then a mod moved it elsewhere. Check out the Civilopedia, it should say where the ability to remove it unlocks.
cozmicclockwork 20 Jan @ 1:30pm 
I'm having an issue right now where despite having iron working, I can't remove swamps at all. Looking at the tech tree there isn't an icon stating that it provides that ability either.
ASA 6 Dec, 2024 @ 1:15am 
@JNR I have a problem. In my game, the only improvements for the desert floodplains are normal farms, and the graphics are just normal farms. I already have several oasis gardens and reed houses, but there are no irrigation farms.
dmeyster 1 Dec, 2024 @ 11:51am 
have anyone encountered this issue: cannot place dam on swamp (floodplains)? (even after draining swamp with machinery tech if im not mistaken)
2 sides is river ofc, but still cannot place
Khia Malifa 24 Nov, 2024 @ 8:20am 
Peat doesn't seem to receive the watermill food bonus when improved by a farm
InDGoes 5 Nov, 2024 @ 10:29am 
Thanks. I decided to download 6-T, but I've noticed odd behavior with barbarians since.
I play raging barbs on prince difficulty. Even my normal barb mods don't help.
Do you have any mod that's more compatible with yours to recommend for me?
It just isn't the same without extreme aggressiveness.. On my Lakes game I just played, it's like camps weren't even spawning anymore. To say nothing of this odd AI quirk where they seem to become passive after the medieval era ends.
JNR  [author] 3 Nov, 2024 @ 12:14am 
I don't do commissions but I have moved the unlocks in Grand Eras to space it out more evenly.
InDGoes 31 Oct, 2024 @ 8:55pm 
For some reason, ever since I downloaded "no appeal penatly from wilderness" the graphics in this mod no longer opperate properly. Particularly the improvements just give me a big old exclamation sign. I tried validating the cache, no luck unfortunately.

Unrelated: If I made a donation via paypall, would you be willing to make a mod that allows for earlier cops and army formation? At what cost? All the mods of the type I found were way too early for my taste.
Military training for Corps and Nationalism for Army seem good to me.
darkerbeats 25 Oct, 2024 @ 9:04pm 
for some unknown to me reason, i cannot start a game with this mod active. Even down to having only 3 unrelated other mods (db's multiplayer gold, extended eras, enhanced mod manager). Script .lua error every time. single and multiplayer...
Yo, Shovel 25 Oct, 2024 @ 1:08pm 
Not sure yet if it's a conflict (I use a lot of mods), but my list hasn't changed since my last game. I can no longer build a mine on peat, but I can still harvest it or build a farm on the tile. The model for the peat loads fine.
JNR  [author] 16 Oct, 2024 @ 11:56am 
Yes, except for Denser Vegetation, which has a separate version specifically for the Civ 5 Skin.
Сырная с сырником 16 Oct, 2024 @ 11:24am 
Do all your mods ffrom biome diversity compatible with civ 5 skin?
Quote 15 Oct, 2024 @ 5:39pm 
I think this mod needs both gathering storm and rise and fall. I also have issues with models not appearing, but enabling both R&F and GS seems to fix it
Nightmare576 13 Oct, 2024 @ 2:49pm 
Sometimes when I load a game, the peat is not visible, nor are the models for the reed homes, oasis gardens, etc. What is the problem? I've tried redownloading the mod
BDFSMinotaur 19 Sep, 2024 @ 5:52am 
Got it. :steamthumbsup:
JNR  [author] 16 Sep, 2024 @ 11:30am 
that's the asset limit and nothing about these mods specifically
BDFSMinotaur 16 Sep, 2024 @ 10:50am 
I believe this may be causing visual glitches on some natural wonders like the arch? This or the savannah mod.
JNR  [author] 16 Sep, 2024 @ 9:39am 
Does the problem persist without BBG? If not, then bring it up with BBG I guess.
CptMoobs 16 Sep, 2024 @ 7:47am 
not sure if i should bring it up here or over on the BBG page, but for whatever reason, the Tundra Floodplains aren't benefiting from Etamanaki, or Lady of the reeds and marshes.
OxTailSafu 8 Sep, 2024 @ 8:26am 
That's fair! In that case I think the buff you mentioned earlier where the gold increases by 1 per adjacent district would be a neat path to take, or maybe instead just buff the current value from 1 gold per 2 adjacent districts to 2. I've found some situations where it works well despite that though.
Bok 7 Sep, 2024 @ 2:39am 
Great mod JNR! Thanks for the awesome work.
For people using the fantastic Harmony in Diversity overhaul: Even though that mod (HiD) says that Wetlands is compatible, unfortunately it's not. Vietnam can only place districts on swamps next to river, not on woods or rainforests, etc. (which makes the civ basically unplayable). Also, the Druid pantheon is not working properly (only gives bonuses to woods and rainforests NOT next to river).
JNR  [author] 6 Sep, 2024 @ 11:09pm 
@OxTailSafu: It's situational, I didn't want one to be a straight-up better option to avoid power creep.

@viniciusp04: Same as before. If another mod changes where removals unlock, check the civilopedia page for Marsh.
viniciusp04 6 Sep, 2024 @ 8:58pm 
how do i remove a marsh now?
OxTailSafu 6 Sep, 2024 @ 5:40pm 
No problem! It left me confused when I tried it in game. I do however think the irrigation farms might be overshadowed by regular farms currently? Since, correct me if I'm wrong, you can also place farms in desert flood plains and they benefit from Feudalism versus irrigation farms which do not. Would it be possible to have it affect that as well?
JNR  [author] 6 Sep, 2024 @ 12:47am 
Oh, no idea why I wrote 2. I think the gameplay is correct, if I had wanted it to be twice as much, I would've made it 1 Gold per district, not 2 Gold per 2 districts. Will adjust the description with the next update once I have figured out the best way to prevent Desert Swamps losing the 2 Food.
OxTailSafu 6 Sep, 2024 @ 12:42am 
Love this mod! Just wanted to point out that the Irrigation Farm is only providing one gold per 2 adjacent districts, meanwhile the entry on the glossary is stating it should be getting +2 gold per 2 districts.
ZFKore 1 Sep, 2024 @ 1:49am 
thx,bro:8bitheart:
JNR  [author] 26 Aug, 2024 @ 11:46am 
Yes the game doesn't like two installed mods having the same ID. It gets confused and will load one of them randomly or by a priority order that eludes me.
Gallade 刃 26 Aug, 2024 @ 11:42am 
If you manually install the older version (to finish an ongoing game etc.), disabling it in the mod manager when switching back to this version is not enough. You need to manually remove it from the mod folder. I noticed this when Quarry on Peat was still in my game after switching to the newer version. Just a heads up for anyone who might be experiencing the same issue.
JNR  [author] 25 Aug, 2024 @ 6:15am 
Global is just a type of modifier ownership. Like, there are building modifiers, district modifiers, global modifiers, etc. Global just means it's always active. Of course I will restrict it to desert swamps, don't worry.
Flamestalker 25 Aug, 2024 @ 5:55am 
Dont do a global modifier though, otherwise we'd end up with grassland swamps with 4 food. Its specific to desert swamps as those are missing the +2 food that desert floodplains normaly have
JNR  [author] 24 Aug, 2024 @ 8:37pm 
Not intended, thanks for finding this issue. I'll add a global modifier adding two food to swamps then.
sosmond 24 Aug, 2024 @ 8:02pm 
Wish you hadn't changed the peat. That was always my go-to when I needed a Masonry boost and no stone around.
Mistral_ 23 Aug, 2024 @ 11:51am 
Looking at your code, I think it is intended. But it still looks weird. Maybe you could make a desert swamp exception like the vanilla game does with desert floodplains and give it a bit more love...
Mistral_ 23 Aug, 2024 @ 11:26am 
Great mod rework ! but Desert floodplain swamps only give 1 production (not the 2 food of the original desert floodplain). I don't know if it is intended but i guess not. Not using other map related mods except yours (Savannah, etc.).
JNR  [author] 22 Aug, 2024 @ 9:55am 
it's just a name change, the older versions were named CB the newest one BD. You'll have both if you manually downloaded the old one below. However, if you need the old one to finish a game, I recommend temporarily unsubscribing from this one. The game sometimes gets confused when two installed mods have the same ID number.
Veca_KW 22 Aug, 2024 @ 2:31am 
What's different between CB and DB versions? does the CB require and other mods?
JNR  [author] 19 Aug, 2024 @ 2:59pm 
No a builder should work fine. It's a feature now, so look for the bulldozer in the improvements menu instead of the resource harvest icon. Maybe some
miyakolily 19 Aug, 2024 @ 9:58am 
How exactly do you remove a swamp? Iron Working doesn't seem to affect anything. Do you need a military engineer?
Nandybear 19 Aug, 2024 @ 3:24am 
Works fine on updating a current save game for anyone wondering