Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Wetlands
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File Size
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45.113 MB
19 Jun, 2020 @ 9:24pm
17 Aug, 2024 @ 3:44am
12 Change Notes ( view )
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Wetlands

In 3 collections by JNR
JNR's Playlist (Gameplay-only)
116 items
Play with Project 6T
28 items
JNR's Biome Diversity
6 items
Description
Wetlands are among the world's most productive ecosystems. Throughout history, many people have relied on them to provide for their needs - food, construction material, and fuel.

In Civilization VI, however, they are barely represented, and only with very little depth. Marshes offer a bit extra Food, but that is it. This mod aims to change that by adding more gameplay around the various wetlands found ingame.

Requires Gathering Storm.

Some mod that enables harvesting all resources are incompatible due to the way it's implemented, simple to fix on that end but not mine. If you want to be able to harvest strategic and luxury resources with this mod, I highly recommend Truly Abundant Resources, which is perfectly compatible.

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Features
  • Floodplains can now appear on Tundra. These Tundra Floodplains are fully functional: they can flood and receive extra yields from floods. Unique improvements and wonders which can be built on any type of floodplain can be built on these as well.
  • Tundra Floodplains receive +1 Food by default.
  • New Bonus Resource and Feature for more Production in wetlands (both give +1 Production by default).
  • Peat: Resource improved by Farm. Can appear on Marsh and Floodplains (Plains, Tundra). Requires Machinery to harvest (for Production).
  • Swamp: Feature improved by Reed Home (see below). Can appear instead of Floodplains (Grass, Desert, and Tundra). See update notes for details. Requires Iron Working to harvest (for Food and Production).
  • Includes custom artwork for resources, features, and their improvements.
  • Oasis Garden: New improvement which can be built on Oases and provides Food and Gold, and later also Production and Tourism. With custom graphics!
  • Irrigation Farm: New improvement built on Desert Floodplains, sharing graphics with the Oasis Garden. Similar to regular Farms.
  • Reed Home: New improvement built on Marsh or Grass/Plains/Tundra Floodplains as well as Swamps. +1 Food but does not get more Food from technology upgrades, only +1 Production at Mercantilism. However, it cannot be destroyed by natural disasters.
  • Works with any map script.

I recommend using this mod together with Vegetation Diversity. With both mods active, Swamps will blend into adjacent Woods and Rainforest seemlessly, adding even more flavor to vegetation.


JNR's Mod Series





Popular Discussions View All (1)
1
21 Nov, 2023 @ 9:48pm
Irrigation farm gold bonus not working?
circeus
426 Comments
Lord 2 Nov @ 11:29am 
i love this idea but it also prevents districts to be built on woods whithout clearing them. that project is also your creation. is there anything you can suggest?

regards
JNR  [author] 24 Oct @ 9:08am 
> i wonder if its because peat provides iron so the game believes its iron

That's definitely not the reason, due to how you gain Iron from Peat. It has nothing to do with mapgen.

Maybe the resource placement script is affected by other new stuff added, idk. Will try to replicate it and figure out what's going on, but nothing obvious comes to mind so it might take a while.
Reactionz 24 Oct @ 2:04am 
I've started around 15 games on Archipelago and everyone iron was extremely rare, had truly abundant resource mod and colossal maps, with a single iron node spawning about 200 to 300 hexes away and never any on my Island regardless of size. since disabling only this mod, Iron now spawns everywhere - i wonder if its because peat provides iron so the game believes its iron
JNR  [author] 23 Oct @ 2:55pm 
This mod does not do anything with Iron. Maybe it's another mod. How many games have you played where you noticed this?
Reactionz 23 Oct @ 2:02am 
I think this mod effects the spawn rate of Iron, since installing it, iron has become really rare
Laydane 17 Oct @ 4:19am 
And nothing else in my list seems to have any relation to the dams, except your mods and Enhanced Civil infrastructure, which modifies maintenance and trade route yields. I don't have any related errors in the Database log either. Do you mind if I reach you in Civ modding helpline in the Discord?
Laydane 17 Oct @ 4:00am 
Well tha's strange, cuz I redownloaded mod and opened it before entering the game, and there was only FEATURE_FLOODPLAINS_TUNDRA in RequiredFeatures
JNR  [author] 16 Oct @ 1:36pm 
You seem to be having some incompatibilities. Those lines you added to Disctrict_RequiredFeatures are in there by default, seems like you have a mod that removed them.
Laydane 16 Oct @ 2:05am 
Hi, I was playing with Wetlands since mod release, recently I've made some changes to my mod list, and for some reason in the new game I can build the dams only in tundra floodplains. Well, I looked into this and didn't find anywhere in the files anything about Dam district RequiredFeatures except for the Wetlands mod, so I've tried to add another types of floodplains into the Disctrict_RequiredFeatures in the Wetlands_Features. Looks like this:

INSERT OR IGNORE INTO District_RequiredFeatures
(DistrictType, FeatureType)
VALUES ('DISTRICT_DAM', 'FEATURE_FLOODPLAINS_TUNDRA');
('DISTRICT_DAM', 'FEATURE_FLOODPLAINS_DESERT');
('DISTRICT_DAM', 'FEATURE_FLOODPLAINS_GRASSLAND');
('DISTRICT_DAM', 'FEATURE_FLOODPLAINS_PLAINS');
Laydane 16 Oct @ 2:05am 
And now on game start I'm getting this error:

ERROR: Invalid Reference on RequirementSetRequirements.RequirementId - "REQUIRES_PLOT_HAS_JNR_SWAMP" does not exist in Requirements

If you could tell me what I should do to properly integrate my edits or some workaround to my dams problem I would be very grateful. Thanks for the awesome work with all the mods!