Sid Meier's Civilization VI

Sid Meier's Civilization VI

Shuffle++
43 Comments
Going Postal 2 Jan @ 1:15am 
So I'm at a loss. Based on your description it shouldn't be possible but in a multiplayer match using shuffle++ on huge we were all placed on a d*ck shaped land mass, complete with little islands coming out of the end, and the rest of the map was just ocean
Zorce 15 Nov, 2024 @ 9:43pm 
I think this mod is causing Desync in multiplayer. Do you know anything about this?
BARM 9 Aug, 2024 @ 4:23am 
A few comments and suggestions for work:
- often additional or rare resources appear in excessive quantities in one sector
- Please add the ability to customize the world with a focus on mountains/swamps/desert like the original maps - I can't play as the Inca Empire because very few mountains usually appear on the map
- It might be worth adding new cells like “snowy desert” - for beautiful transitions between climatic zones.

Otherwise, I was very pleased with the mod - it creates incredible locations, often picturesque.:steamthumbsup:
BARM 7 Aug, 2024 @ 9:15am 
Sorry to bother you! All I needed was a reinstall. Thank you very much for this wonderful work, you made me happy!
Noodle 27 May, 2024 @ 3:19am 
YnAMP has an option to disable coastal lowlands to stop sea rise but is seems this is not working with Shuffle++ as there are still coastal lowland on the map when i chose the Shuffle++ map.

Any chance you could get it working with your mod please? Just because i want to play with the bigger maps and not have the game crash later on in a marathon playthrough.

Thank you :)
RectangularChicken  [author] 7 Apr, 2024 @ 9:54pm 
Hi all, I've added some updates and made some improvements that might address some of your concerns!
eelscandance 1 Dec, 2023 @ 6:21pm 
is there a way to keep the randomness but without the cnstant messes of tiny islands everywhere
Mrooshoo 8 Sep, 2023 @ 7:59pm 
Does this work with Sukritact's Oceans? And Civitas Resources?
K.Hunter 13 Jul, 2023 @ 6:30am 
@NinjaSpartan011 Not sure if Shuffle++ works with it (I couldn't even get this mod to work alone...) but this is a great mod for civ-based suitable starting locations. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2733192047
NinjaSpartan011 12 Jul, 2023 @ 6:46am 
I've now had 3-4 starts where I'm in the middle of a tundra with Civs that are def not supposed to be in a tundra.
K.Hunter 1 Jul, 2023 @ 3:02pm 
hmm...

Map Script: Expanding coasts
Runtime Error: J:\Program Files (x86)\SteamLibrary\steamapps\workshop\content\289070\2895865179\Maps\ShufflePlusPlus.lua:64: function expected instead of nil
stack traceback:
J:\Program Files (x86)\SteamLibrary\steamapps\workshop\content\289070\2895865179\Maps\ShufflePlusPlus.lua:64: in function 'GenerateMap'
[C]: in function '(anonymous)'
Lua callstack:
Runtime Error: Call to GenerateMap() had errors
stack traceback:
[C]: in function '(anonymous)'
Rex Bellator 24 Jun, 2023 @ 2:39pm 
Gotta echo some of the other comments here. 2-3 starts and always spawned near Tundra, may be a coincidence but it also likely that tundra is just over-represented in the configuration. I've used vanilla shuffle and I'm pretty sure you get oceans there, but not so much in this one.

Overall pretty good for making fantasy maps but the questionable starting location issues makes me wary to use it.
Lubnut 14 Apr, 2023 @ 6:34am 
The mod is what it says on the tin. I got a seed that was really unique but a few issues meant I had to uninstall. 1, Luxury resources out the ass, and some parts of the map had no blank tiles. 2, I noticed that my AI neighbour hadn't cleared any features and their entire empire was forest. The only resources they had were single luxury and strategic tiles that weren't in forests. I assume that this is why they then decided to spam spearmen and cover every single tile in their empire with them. I demolished the first few cities 3 turns in and decided that it was pointless continuing the save because the other ai empires seemed to be doing something similar, though not as bad.

The ai didnt behave this way before using this mod so I can only blame it. If the AI knew how to use the new terrain and there wasn't an over-abundance of resources to break the game it would be perfect.
JasonWolf 28 Mar, 2023 @ 10:33am 
Maybe its just my weird luck, but I somehow keep ending up in the middle of a giant quarter of the map rainforest on most starts. I'd understand if I was brasil and had a starting bonus, but I'm playing rome.
Koshia 24 Mar, 2023 @ 8:28pm 
never encounter any issue. Wonderful mod!
spiders 23 Mar, 2023 @ 12:44am 
yes... yes.... YESSS
Kendrick 17 Feb, 2023 @ 3:32pm 
Broken starts.
NovaForce 15 Feb, 2023 @ 7:27pm 
That's kinda the point?
mavisansmembres 9 Feb, 2023 @ 8:22pm 
Would love a version that doesn't requires GS
i bad at game 7 Feb, 2023 @ 5:25am 
Still no ice in the middle of the map? booooriiiinng.......
Ronnie 2 Feb, 2023 @ 4:30am 
As soon as I pick the map from the list, my whole PC slows down, the game gets laggy. After starting the game, the AI turns lasts about 8x the normal, why?
RoyalMuffin 27 Jan, 2023 @ 11:18am 
Question. I know higher map sizes in YnAMP cause crashes in endgame is that the same with these maps?
soggy cheerios 4 Jan, 2023 @ 9:41pm 
nice mod but wish there were a few options to customize, the starts are broken more often than not
Raijzu 26 Dec, 2022 @ 4:40am 
I was really excited at first when I saw this mod, I never thought anybody would bother making a mod about the shuffle map type which is always the one I use when I play.
The idea of merging different map types for landmasses shapes is very interesting, but unfortunately for my taste, this mod lacks coherence for terrain type.
I don't mind the landmasses merging into archipelagos or anything else, but on standard size, it is very common to have 1-3 random desert or tundra tiles by themselves in the middle of plains or forests which I think is a bit too random for me.
Still probably a good mod for bigger maps, gonna keep an eye on it in case the generation rules get updated.
SGC 13 Dec, 2022 @ 5:47pm 
Very fun, thank you so much for this!
nightshadea2010 9 Dec, 2022 @ 5:09pm 
nice map but the civs play like on they're all on the same island need to fix it so they're further a part ....
Chemiker94 7 Dec, 2022 @ 9:09pm 
Update: the world is an endless torrent of flames...send help
Chemiker94 7 Dec, 2022 @ 2:04pm 
praise the gods! Great job!
dameasymode73 7 Dec, 2022 @ 11:31am 
@katyusha94 try to play Russia on tundra its Broken have vun
katyusha94 6 Dec, 2022 @ 10:10pm 
6 restarts with ethipioa, always landed in some tundra plane forest tile landscapes. is this normal or am i unlucky? how much % of the map will be covered in tundra tiles? seems excessive to me
Darth Jar Jar 6 Dec, 2022 @ 8:45pm 
Extremely cool mod. I'm using this immediately. Thx!
Nox 6 Dec, 2022 @ 1:46pm 
This is really nice! I am really intrigued about the idea of hybrid maps!
RectangularChicken  [author] 4 Dec, 2022 @ 4:01pm 
Thanks all for the awesome feedback so far!
@p0kiehl Definitely considering this for a future update! It would allow for some nice customization if someone wants to make a specific hybrid map.
@yesyew Good point and there can definitely some inherent imbalance on a map with a lot of variation between regions. I recommend trying out the "distance relative" civ spawning setting from YnAMP mod if you like having your civs evenly spaced. I've also noticed that civs are less likely to start on a tiny island with no resources when using the "legendary start" setting.
blkbutterfly 4 Dec, 2022 @ 6:01am 
FYI If you use Firaxis Tilted Axis you should know it is broken. (For example it produces a rhomboid ice pole in the centre). It is also a radial map so other things are broken too. I have fixed some of it. (See my workshop for link).
MadHymn 4 Dec, 2022 @ 12:15am 
GOOD!!!!
yesyew 3 Dec, 2022 @ 7:06am 
Let me just say, great job! The map generation and immersion is spot on.

However one issue i've noticed is Civ placement, they need to be spread better. Some Civs have whole swaths of land to grow, while others are completely cut off unless they rush Shipbuilding. For example there would be a Civ in Miami, then a Civ in Orlando, then there wouldn't be another Civ until New York. The Civ in Orlando can grow and expand for miles with zero competition, while the one in Miami is forced to fight or immediately start island hopping.

Hope this helps, i'm a big fan though!
FeedMeGarbage 2 Dec, 2022 @ 10:05pm 
I find myself thinking of like fish swimming through kelp or something on a couple of them.
Nice work OP.
deine_mutter 2 Dec, 2022 @ 12:22pm 
This is great, thanks for the work!
p0kiehl 2 Dec, 2022 @ 6:56am 
So far I am really liking this. Phenomenal job. I think this is the most exciting map script on the workshop.

I understand your reasoning for removing map customization settings, but I wonder if you would consider adding a drop-down on the Advanced Set-Up screen that allows the player to select/exclude certain scripts from the region pool?

For example, I think any civ who spawns in a region that got the Primordial script could be at a massive disadvantage. It'd be nice to be able to exclude that script or any others.
RectangularChicken  [author] 1 Dec, 2022 @ 5:44pm 
It's a standalone map script, so it should be universally compatible!
Sailor Cat 1 Dec, 2022 @ 7:25am 
Interesting. I'll give it a shot. :momocat:
p0kiehl 1 Dec, 2022 @ 7:19am 
Looks like it does work with Sukritact's Oceans! Just tried it out. Very excited to give this a spin.
p0kiehl 1 Dec, 2022 @ 7:19am 
Really cool! Is this compatible with Sukritact's Oceans? Meaning, will Kelp Forests generate?