Detailed Worlds

Detailed Worlds 2.12

It would be great if city states were placed on the islands outside the main landmasses, just like Continents Plus and Pangaea Plus in Civ V.
See this post. I think I have this part well on the way to being just like it was in Civ 5 with my latest update. You can safely run that mod along with this one, it does add new map sizes but you don't need to use them, the starting plot code will work on any map size.
 
Do any mods work in MP? I haven't had a chance to try that.

I dunno, this is the first mod I've tried for Civ6. The map script worked I think, it's quite easy to see that difference. And I could change additional content or what it was called in the MP menu I think.
 
Next game I will give it a go, thanks dude for your hard work. Horem as well, both of you guys are awesome people putting forth the efforts like you have for the community and ultimately for your own game play. :D
 
Curious, will this work with Yet (not) Another Maps Pack? I don't use the Earth maps, but like the different size options. Your changes sound great and things that I've wished for while playing and so I'd love to give your mod a go.
 
Curious, will this work with Yet (not) Another Maps Pack? I don't use the Earth maps, but like the different size options. Your changes sound great and things that I've wished for while playing and so I'd love to give your mod a go.
It should work fine with YnAMP but I haven't check any of his recent versions to see if he alters any of the utility scripts other than the starting plots. His will not play nicely with my Larger Worlds mod if you're trying to use that as well.
 
Looks much better than the vanilla map. Other features that could be added:

More realistic rivers - Rivers take the shortest route to sea and bends away from mountain ranges. More river sources to compensate for the loss of river tiles.
Better shaped continents - No more square shapes and huge blobs of continents. Instead landmasses have more varied shapes with peninsulas and inland seas.
No huge lakes - Lakes have a maximum size depending on the size of the world. I think 10 squares is okay for a huge world and even then it's a bit excessive. Lakes on earth are typically very small compared to the land around them and this feature will make sure that stays true for Civ as well.

I realize these features can be hard to implement but it was just a suggestion.
 
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Curious, will this work with Yet (not) Another Maps Pack? I don't use the Earth maps, but like the different size options. Your changes sound great and things that I've wished for while playing and so I'd love to give your mod a go.

The answer is yes it does work perfectly with it. I have used it with several other map scripts they don't seem to interfere with each other at all. The earth maps are quite a treat if you never played one I suggest doing so. I suggest using Rule set option Medium, this will give you faster road and ocean travel plus it limits the distance of barbarian huts from initial city.

Seven05 did you jack up the barbarians on your map? I came close to losing my capitol twice man it is that bad. :lol: I tried 4 games and each time no matter what land mass they just overwhelm you bro. :D
 
I know you were talking with the creator of Adjusted Continents - does your detailed continents script change the landmasses to be more interesting and not just two giant pole-to-pole continents, or is that only in your Larger Worlds mod? I'm using YnAEM so I don't think I can use that mod.
 
More realistic rivers - Rivers take the shortest route to sea and bends away from mountain ranges. More river sources to compensate for the loss of river tiles.
Better shaped continents - No more square shapes and huge blobs of continents. Instead landmasses have more varied shapes with peninsulas and inland seas.
No huge lakes - Lakes have a maximum size depending on the size of the world. I think 10 squares is okay for a huge world and even then it's a bit excessive. Lakes on earth are typically very small compared to the land around them and this feature will make sure that stays true for Civ as well.

I realize these features can be hard to implement but it was just a suggestion.
Those ideas are all right in line with what I'm trying to do :)

I am working on removing all inland seas right now, either by filling them or connecting them to the ocean. I will probably tackle rivers next and the overall continent shapes will likely be an endless project since I'm too picky for my own good.
Seven05 did you jack up the barbarians on your map? I came close to losing my capitol twice man it is that bad. :lol: I tried 4 games and each time no matter what land mass they just overwhelm you bro. :D
I don't touch barbarians in this mod either :)
I know you were talking with the creator of Adjusted Continents - does your detailed continents script change the landmasses to be more interesting and not just two giant pole-to-pole continents, or is that only in your Larger Worlds mod? I'm using YnAEM so I don't think I can use that mod.
I split this mod from larger worlds so this mod only deals with the mapscripts and the polar land is one of the things I'm working on right now.

I found some errors in my code that were causing some of the inconsistent results in landmass sizes. Once I get that logic sorted out so it's checking things in the right order everything should look a LOT better in game. I'm not entirely sure how much free time my wife will let me have until the weekend though so unfortunately I can't say when I have a working update.
 
Those ideas are all right in line with what I'm trying to do :)

I am working on removing all inland seas right now, either by filling them or connecting them to the ocean. I will probably tackle rivers next and the overall continent shapes will likely be an endless project since I'm too picky for my own good.

I don't touch barbarians in this mod either :)

I split this mod from larger worlds so this mod only deals with the mapscripts and the polar land is one of the things I'm working on right now.

I found some errors in my code that were causing some of the inconsistent results in landmass sizes. Once I get that logic sorted out so it's checking things in the right order everything should look a LOT better in game. I'm not entirely sure how much free time my wife will let me have until the weekend though so unfortunately I can't say when I have a working update.

You ideas are perfect, I mean you add more realism to this already potentially great game. Rivers, inlets, coves changing will add to the interesting you are looking for.

You say it is split from larger worlds, I understood to use them together? Perhaps this is why I am getting these hordes or rather swarms of hordes of barbarians. Dude they are building 3 warriors and a series of archers, this is early game. :lol: I try to keep playing because I was maxing out promotions on my units in the classical era! This is only happening with the larger worlds and Detailed Worlds together at a time. Would this cause any issues where it triggers more barbs to appear then normal at a faster rate I might add?

All your map packs need now is someone to redo the graphics for the oceans, it is close to being as good as it could be as realism goes, but its off slightly. Some coastal areas should be clear with near white sandy bottoms randomly placed. With more coral habitats if possible. Great Reef is the only thing I saw that is found in the oceans. The Saragossa seas would be a great thing to add but not sure if that is in your area or another. ;):lol: Sorry if this has zero to do with you, it is just ideas of things I have thought of to make the oceans and coasts more interesting. :thumbsup:

Ah yes, the wives have those honey do's as I used to call them. ;) Honey, will you do this, oh and on your way pickup that. Hey did you take garbage out and blah blah. Love them to death you know but we have our time too. :D
 
You ideas are perfect, I mean you add more realism to this already potentially great game. Rivers, inlets, coves changing will add to the interesting you are looking for.

You say it is split from larger worlds, I understood to use them together? Perhaps this is why I am getting these hordes or rather swarms of hordes of barbarians. Dude they are building 3 warriors and a series of archers, this is early game. :lol: I try to keep playing because I was maxing out promotions on my units in the classical era! This is only happening with the larger worlds and Detailed Worlds together at a time. Would this cause any issues where it triggers more barbs to appear then normal at a faster rate I might add?
They're intended to work together, I just went with two different mods since some people want the bigger maps without the new maps and others want the new maps without the bigger maps. Neither touch anything with the barbarians, that is caused by you playing games with 22 civs since the game will try to spawn 66 barbarian camps when you do that. :)

All your map packs need now is someone to redo the graphics for the oceans, it is close to being as good as it could be as realism goes, but its off slightly. Some coastal areas should be clear with near white sandy bottoms randomly placed. With more coral habitats if possible. Great Reef is the only thing I saw that is found in the oceans. The Saragossa seas would be a great thing to add but not sure if that is in your area or another. ;):lol: Sorry if this has zero to do with you, it is just ideas of things I have thought of to make the oceans and coasts more interesting. :thumbsup:
So, the funny thing is that is all an eventual goal of mine but that won't be a map so much as a complete mod. I did that back in Civ 4 when it was easier to add custom terrain types. That will be a ways out though, so don't get excited yet.

hi there Seven05, nice to see you're still around :)
And, speaking of Civ 4! What's up Gekko? I hope you're not here to ask me to support y-wrap again :)
 
This is probably a silly question, but where does the mod go in the folders? Just the mod folder? Or do I need to place it in the game's map script folder? DLC folder?
 
Unzip it here: C:\Users\YourName\Documents\My Games\Sid Meier's Civilization VI\Mods if you do it right you'll have a "Detail Worlds" folder inside your mod folder.
 
This is probably a silly question, but where does the mod go in the folders? Just the mod folder? Or do I need to place it in the game's map script folder? DLC folder?
LOL, I had the same question! Seven05, maybe you could add that to the 1st post?
 
Seven05 updated Detailed Worlds with a new update entry:

Inland Seas

The main addition in this update is the cleanup of large inland seas. Right now they're simply filled in. Pangaea and Small Continent maps have much more consistent results now.

I re-wrote the code that was cleaning up polar land and adding coastal details like bays so the results are more consistent, particularly on my small continents and pangaea maps. My test results were much better than the previous versions, hopefully you'll see the same results. This should allow me to move on to working more on the river code now unless I broke something that didn't show up in my tests.

Screenshot comparison is also in post #2 now.
 
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Awesome work Seven05. I can't tell you how much I appreciate these mods for maps you're doing. In regards to my river issue, it was occurring on a huge Pangaea map (arid), every other setting regular. I did a few more maps and I can't really tell anymore - it's possible that it's just some sort of expectation bias, but my gut says that rivers aren't occurring quite as frequently based on what I've seen in these settings but I could very well be wrong. I also haven't done a comparison of the other rainfall settings. Either way you decide to go, I think you're doing a great job, but myself and I'm sure other players would like to have at least an option for increased river generation :D

Happy Thanksgiving btw
 
You're welcome, and happy thanksgiving :)

Rivers are next on the to-do list. I think the landmasses are basically set, save a few minor tweaks here and there once more people try, them out so I should be able to just focus on rivers for a bit. They'll take some time, right now flow is basically random so you get some weird results and they're hard to control. I'd like to create a flow map so I can do things like make sure they take the most reasonable path to the coast and don't start in the middle of flat lands (especially flat deserts). I'm also trying to shift things around a little so more of the climate & river changes work on standard maps or scripts that other people create.

Anyway, have fun, I'm going to go eat more food than I should. :)
 
Since I can no longer complain about inland seas, I'm hoping to steer the focus towards that gigantic empty sea, why does every map seems like it's generated from a fixed point in the dead center, leaving that gigantic sea region, no matter if it's pangea or small islands.

Shouldn't any non pangea map, be landmasses evenly spaced?
 
The fractal used to create land has no fixed center. So it just assigns values to a list of each plot of the world and assumes the world wraps. Once that initial map is generated it then attempts to shift the world so the row & column with the most water is on the map edge. I could disable the shift which wouldn't really change anything other than the alignment with relation to the map edges. Continent maps have an extra step- after the world is shifted to put water on the map edges it attempts to carve out an ocean rift down the center to split the world into at least two continents.

Maps with higher fractal grains (so more "noise" in the base map) will be more dispersed since it won't clump the land together as much. If you run some small continent maps you'll see they appear more spread out than continent or pangaea worlds although they still won't always have land evenly dispersed across the entire map.

My "detail" map adds a few additional steps applied after the map has been built. The first is a pass that essentially generates a second fractal map and takes what that map would call land and subtracts those land areas from the other map. Pangaea and continent maps use a high grain fractal, so imagine an island map being subtracted, while small continents uses a low grain fractal or the opposite grain values from what generates the base map. This means at this point a continent or pangaea map would look something like swiss cheese with a ton of lakes and small continent maps have several larger area cleared of land so they aren't simply glorified archipelago maps. The next pass then breaks up land near the polar regions and fills in any water plots that aren't part of the main ocean. This cleans up the swiss cheese maps so they are back to solid continents but their coastlines are more interesting since some of that subtracted land is connected to the ocean and there will be some smaller chunks of land that ended up being detached by the subtraction process. Once these two steps finish the original code takes over and the land is shifted and then tectonics applied to create the hills and mountains.

So, to make a long story short (too late?) nothing in the code is trying to create the effect you describe, the wide sections of water are simply a matter of luck with the random factors. The forced center rift in the continent maps isn't even a guarantee as you will still see occasional maps where the continents are connected by coast. Likewise the process to break up polar land is also subtle enough to help with circumnavigating without simply deleting bands of land tiles. I have found that trying to enforce strict limits results in very artificial looking results so i avoid them whenever possible.
 
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