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Terra Mirabilis v2.20

A mod that reworks Natural Wonders in Civilization VI, and adds 19 new ones that include some old fa

  1. Deliverator
    @Deliverator and @ChimpanG present...


    A mod that reworks Natural Wonders in Civilization VI, and adds 19 new ones that include some old fan-favourites.


    Terra Mirabilis currently introduces 19 new Natural Wonders. They are:

    - Barringer Crater
    - Cerro de Potosi
    - Grand Mesa
    - Mt. Kailash
    - Krakatoa
    - Lake Victoria
    - Motlatse Canyon
    - Old Faithful
    - Rock of Gibraltar
    - Salar de Uyuni
    - Sinai
    - Sri Pada
    - Wulingyuan
    - Mosi-oa-Tunya (Victoria Falls)
    - Namib Sand Sea
    - Vredefort Dome
    - Lakes of Ounianga
    - Dallol
    - Bioluminescent Bay

    For more information on their yields and effects, as well as those of the rest of the Natural Wonders, please see this post.



    Civilization VI is about playing the map, and Natural Wonders now play a larger part in this.

    Ownership Effects
    Each Natural Wonder now provides a unique effect for owning at least one of their tiles. No longer will units stroll next to a Natural Wonder and receive an ability that lasts until they upgrade. The unique effects range from affecting the immediate owning city, trained units, or your empire.

    Yield Rebalance
    As a result of each wonder providing an ownership effect, the yields of each wonder have been rebalanced (where necessary). All impassable Natural Wonders will now provide +2 Yields on adjacent plots, and all other wonders will have +5 Yields on their own plots.

    District Adjacency
    Natural Wonders would sometimes pose a hindrance by the fact that placing a district on top of affected tiles means you lose the yields they provide. To compensate for this, specialty districts now receive standard adjacency bonuses from being constructed next to a natural wonder, which will increase with each building constructed within them.

    Naturalists & National Parks
    Natural Wonders often play a large role in the placement of National Parks, so we've changed them too. Naturalists are now purchased with Gold instead of Faith. Of course, they don't come cheap, but as National Parks will now yield Gold equal to their Tourism output, you should make that money back after a while.

    Other Changes
    - Lowered the distance between Natural Wonders from 8 tiles to 5. This will increase the chances of them appearing closer to each other, thus freeing up space to fit more on the map.
    - Tripled the amount of natural wonders that will spawn on each map size. While this won't guarantee that you will see X amount of wonders in the game, it will increase the likelihood of it. An example: Huge Maps now have 21 Natural Wonders, as opposed to the default 7.
    - City-States will now spawn 5 tiles away from a natural wonder where possible, up from the default 3 tiles.
    - Increased the unit XP received for discovering a Natural Wonder, +15 up from +10.

    User Settings
    With the wide scope of this mod, one of the core aims was to make it flexible for users who may not agree with, nor want, all of the changes we have made, so we've built our framework around a user-settings file that will allow you to edit everything above, and even disable any Natural Wonders in the game.

    The user settings file can be found in the following directory. Please be aware that your settings will be overwritten when this mod is updated, so keep a copy of your user settings somewhere so that you don't lose them.

    \Steam\SteamApps\workshop\content\289070\1461463960\Core\User Settings


    Terra Mirabilis does not require the expansion or any of the DLCs to work. Validation has been built into the mod and is compatible with or without them.

    Gedemon's YNAMP
    The Natural Wonders in this mod have TSL in all YNAMP maps.

    Sukritact's Natural Wonders
    This is 100% compatible with all of Sukritact's natural wonders. In terms of mod support, this mod includes a small piece of code that gives Fuji adjacent yields to accompany its effect. This is because we didn't want to let it become the only wonder in-game that doesn't have yields when this mod is active.

    Mod Compatibility
    Other mods that make changes to existing Natural Wonders or other things that are within the scope of this mod are unlikely to be compatible. This doesn't apply to new wonders added to the game via mods, they will be just fine to use alongside this :)


    The current version of Terra Mirabilis is v1.06. Current and previous versions will be available to download manually here[github.com].

    Please refer to the change notes for a full list of changes.


    This mod has been bug-tested but if you think we might have missed something, please provide detailed information in the pinned conversation below and we can look into it for you.


    To pOkiehl, Digihuman, Sailor Cat and SeelingCat for the encouragement, enthusiasm and support throughout!

Recent Updates

  1. v2.20 Update
  2. v2.10 Update
  3. v2.09 Update
  4. v2.08 Update
  5. v2.07 Update
  6. v2.06 Update
  7. v2.03 Update
  8. v1.20b Update
  9. v1.15 Update
  10. v1.10 Update

Recent Reviews

  1. jjro
    Version: v1.20b
    I really want to try the mod out but the download is extremely difficult to complete, it always stops after downloading a minor part. I wonder if you could upload the files to another stabler host than github, say google drive or dropbox. This issue exists for Terra Mirabilis, Steel and Thunder: Unit Expansion, and Steel and Thunder: Unique Units. By the way, I have no such issue when downloading github files from others.
  2. Freakin J Stu
    Freakin J Stu
    Version: v1.20b
    Love this mod - adds lots of strategic options. Maybe slightly unbalanced, but only because AI isn't smart enough to take advantage. Also, unlike other mods, only slightly unbalanced.
  3. qadams
    Version: v1.10
    I love seeking for and discovering natural wonders, so this mod is wonderful!