![]() To correct this bug, simply go to the icon in the top left corner of the WB screen and edit the default map name and description fields to whatever you want the map to show up as. Leaving them unchanged, for some reason, causes a new Untitled Map mod to show up in the list of mods every time you save over the. This is not the only reason to change those default fields. ![]() Instead, a map saved as TZ.Civ6Map will, if the map information fields within WB are left at their default settings, show up in the list of available maps when starting a new game as Untitled Map. Somewhat confusingly, neither a mod nor a map named TZ anything will show up in either the mods list under Additional Content or the maps list when creating a game. That will allow you access to WB, and you can start playing around with the mapmaking tools, but a further series of steps are required if you want to actually play a game on a map you create with WB. This will cause the WB access button to appear in the Civ VI Additional Content menu. To use WorldBuilder (WB) you must first enable it, following the instructions in this post. I have seen references elsewhere on the forums and around the internet to things that simply aren't that way anymore, which is another reason I decided to convert my post. Note that I hadn't tried using the WorldBuilder (henceforth WB) before the Antarctic Summer patch, which, along with the GS release-day update, apparently changed a lot of things. I just want to make some custom maps for personal use, and help other users do the same. Let me begin by saying I have both R&F and GS and I use Steam, and I am not (yet?) using FireTuner or trying to do any modding proper. Since nobody posted in response to what used to be a 'please help?' post, and I learned some pointers that I think other users might find helpful in the meantime, I decided to convert it into a 'here's some help!' post. Any hex that can't team up with another hex (in case other hexes are alread teamed up), can't build a dam.There was originally something else here, because I had made an embarrassing oversight and couldn't figure out what I had done wrong for several days. Hex must have a teamed up hex that can also flood, counting from start of the floodplain set (from source downstream).Ĥ. Of these two, one must be a floodplain.ģ. Hex must be touching a river with 2 out of 6 sides. So, the full requirements for building a dam are:Ģ. In the OP's screenshot, there are 6 hexes that can flood, and the 7th does as well, but opposite of it is a plains/volcanic tile, not a floodplain. Any odd number hex -you won't be able to build a dam there. Next, mark pairs of hexes starting from the right side of the river (looking downstream) that can flood. If the answer is yes, you can place a dam on either hex (except if one is a resource). Next, check that both sides of the river are a floodplain that can flood. Separate rivers have separate floods if they don't touch. It requires 2 hex-lenghts for the river to flood (4 floodplains). ![]() A river can be 100 hexes long, you can have either one dam or 30.įor a dam to have a valid placement, here's what you need to do.įirst, check if the river is floodable. Okay, I tested it, and it's much simpler than I thought. ![]()
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