Distant Multiplayer Start
Distant Multiplayer Start
Screenshots 1 screenshots
About this mod Machine translation
Distant Multiplayer Start
9/2/2018: The mod has been updated to be fully compatible with the latest version of the Civ VI base game and the Rise & Fall expansion pack.
About MOD
This mod rearranges the starting positions of human and AI players, separating human players.
When I played multiplayer Civ VI, I liked it when the human players had some time to develop their civilization before encountering each other, rather than starting out together and being forced into early confrontations. This mod is built to suit my own wishes - and maybe yours. It is recommended to read this document before running the mod as it contains important details such as compatibility with other mods.
Install
If you are running Civ VI in Steam, it is recommended that you subscribe to the mod on Steam Workshop instead of downloading it from CivFanatics: ? id = 948411364
This way you will automatically receive updates for any mods.
Otherwise, the mod can be installed by clicking "Download Now" on this page and extracting the zip file to the "Mods" directory. For Windows users, this is usually "C:\Users\<your name>\Documents\My Games\Sid Meier's Civilization VI\Mods".
How to turn on
A new "Distant Human Start Location" checkbox will appear on your multiplayer settings screen,
Work
Principle Civ VI normally generates initial starting positions for all human and AI players. At this point, the mod goes in and analyzes all possible combinations of x starting positions (where x is the number of human players) to find the most spread out combination. The human players are then swapped into those starting positions before the game begins.
The source code is available here:
INCOMPATIBLE MODS
This mod is incompatible with any mod that overrides the ' AssignStartingPlots.lua ' file.
example:
'Yet(Not)Another Maps Pack'(YnAMP)mod。
Any 'better starting position' mod. This includes various community fixes for the "too close" starting position bug introduced in the Fall 2017 Civ VI update. (Note that Firaxis apparently fixed this issue in the November 2017 Civ VI update)
Running a mod next to an incompatible mod will break the functionality of one mod or the other, as the game will only apply one version of the "AssignStartingPlots.lua" script. It is recommended to only enable one of these mods at a time. This can be done by clicking "Other Content" on the main menu of the text VI and then enabling/disabling specific modules.
You can verify that this mod is working properly by checking your Lua log files, as described in How to know if a mod is working? ' section at the bottom of this document.
Supported map types
Typical map types such as Continent, Fractal, Pangea, etc. should all work with this mod.
As you might expect, the mod has no effect on special maps where all civilizations start at a fixed location, such as "True Start Location Earth".
Some custom map packs may be incompatible with this mod, as described in the "INCOMPATIBLE MODS" section above.
Supported player configurations
Distant Multiplayer Start supports the same maximum number of players as the Civ VI base game officially supports: a total of 12 players, including human and AI players.
The current version of the mod will disable itself if more than 12 players are present. This is a safety measure as the current version of the mod is not built to handle this many players. The complexity of analyzing so many starting position combinations can cause the game to crash.
In the future, enhancements may be made to allow the mod to handle more players than the officially supported 12 players.
Additionally, at least one AI player must be present in the mod to have an effect, as the mod increases the distance between human players by rearranging human and AI players.
limit
In order to achieve maximum distance between human players, the mod ignores the terrain starting bias normally applied to certain civilizations.
For example, Russia is more likely to start the game in the Tundra r …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.