Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Update: 27 jul 2024 om 19:48
door Nundge

- Added aspect ration selection to all maps
- Created localizable strings for map descriptions

Update: 24 feb 2023 om 2:00

Added Voronoi map script

Update: 4 jul 2022 om 13:59

Fixed potential crash in PPA map.

Update: 4 jun 2022 om 7:50

Added rivers spawn frequency to Steppe map script (formerlu Elysium).

Update: 2 jun 2022 om 11:27

Update: 2 jun 2022 om 2:53

Added three new map scripts.
1) Post post-apocalyptic: After a great global disaster hurl humanity back to the stone age, and after a period of post-apocalyptic anarchy, it is time to get down to the business of rebuilding civilization. (Warning: High levels of fallout are too much for the AI to handle).
2) Elysium: A world of wide, rolling, flat planes. Production might be an issue, but food certainly won't be.
3) Arboreal: Tired of your cities not being on fire? Tired of having workers standing idle when they could be hacking away at the foliage? Think it was a bad call on the part of the apes to come down out of the trees in the first place? Then this map is for you.

Update: 8 mei 2022 om 6:23

Added option to Sahara to toggle the polar ice caps on and off.

Added natural wonder multiplier to most map scripts to adjust the number of natural wonders that spawn.

Update: 22 jan 2022 om 9:43

Added Ridge map. This map is essentially the inverse of Rift in that it is a strip of land down the middle of the map rather than a strip of sea. However, there this strip of land also has a mountain range in it's middle which stretches around most of the planet.

Update: 29 apr 2021 om 23:33

- Rebalanced Fjord to make Ridge Prominence settings more distinct.
- Distributed Bonus, Luxury, and Strategic Resource options to more scripts, where applicable.

Update: 29 apr 2021 om 0:09

- Added options to the Sahara map to independently control the quantity of bonus, luxury, strategic, and water resources that spawn.