Sid Meier's Civilization V

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Seamus

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SeamusThatsTheDog

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About this mod

This mod adds a detailed, handcrafted map of the Mojave Wasteland from Fallout: New Vegas (FNV) into Civilization V. It encompasses the entire playable area of FNV, parts of Arizona east of the Colorado River, as well as out-of-bounds territory leading into California. This mod is vanilla friendly – G&K and/or BNW is not required.

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Mojave Wasteland Map – Fallout: New Vegas
This mod adds a detailed, handcrafted map of the Mojave Wasteland from Fallout: New Vegas (FNV) into Civilization V.

It encompasses the entire playable area of FNV, parts of Arizona east of the Colorado River, as well as out-of-bounds territory leading west into California and north past Nellis Airforce Base and the Highway 95 roadblock.

This mod is vanilla-friendly and does not require G&K, BNW or any other DLC.

Map details:

  • Map dimensions are 70x80. In other words, 70 tiles in width and 80 tiles in height. This makes it larger than a Standard map but slightly smaller than a Large map;
  • Map size is set to Large and cannot be changed in the match setup. This will affect Warmongering, Unhappiness, Tech Cost, and Policy Cost modifiers. You can learn more about that here;
  • The map is mostly made out of desert tiles, although workable tundra, plains and grassland tiles can be found in some regions of the map. Radioactive fallout features can also be found in the same areas you’d find radiation hotspots in FNV;
  • The map has tons of hills and mountains, which can make travel very difficult but will also easily allow for the creation of chokepoints;
  • Resources and goodie huts are randomly determined upon the start of the game based on your match settings. No resources or improvements have been placed by hand;
  • Five (5) Barringer Crater natural wonders can be found throughout the map, which were used to represent nuclear craters found in FNV;
  • The map has no rivers. The Colorado River is represented by Coast and Ocean/Lake tiles and is considered an Ocean by the game;
  • The map also has no road improvements (sort of*). In-game roads and passages are mostly represented by flat tiles;
    *Road and ruin improvements do exist in the .Civ5Map file, but will only show up when loaded with a scenario and will have no effect on normal play;
  • Some lakes and ponds are present on the map, represented by Ocean/Lake tiles, although most are irradiated. One Oasis tile can also be found in the Goodsprings area;
  • Most of the map is considered a single Continent — America — and uses tile textures for American biomes. The exception to this are most of the map's mountain tiles (sans the snow-covered Mt. Charleston area) which have been designated as part of the African continent. This is purely for aesthetic purposes and should not affect civilization spawn biases;
  • The map does not have a World Wrap, meaning there are two invisible walls covered by Fog of War on both the left and right extremes, preventing you from teleporting to the other side;
  • And finally, the map does NOT come with a scenario, although that will soon change :)

Installation
:

To install this map, you can either:

  • Create a new folder for the mod inside Documents\My Games\Sid Meier's Civilization 5\Mods and extract the contents of the .zip file inside.
or
  • Simply drag and drop the MojaveWastelandFNV.Civ5Map file inside Documents\My Games\Sid Meier's Civilization 5\Maps.

If you do not have a Mods or Maps folder, you can simply create one. For Mac and Linux installations, extract the files in the equivalent directory for that OS.

You can also download the mod through the Steam Workshop.

Regarding balance:

The short and long answer is that the map is probably unbalanced. Sorry.

Civilizations lucky enough to settle in the areas near Jacobstown, The Strip, Freeside, Camp Golf, etc will have an obvious advantage.

Conversely, civilizations that are unlucky enough to spawn in a middle-of-nowhere-mountain-range at the northwestern corner of the map will likely be at a disadvantage.

Author's notes:


The core idea behind this mod was to create a map that accurately represented the Mojave Wasteland worldspace seen in Fallout: New Vegas. This was done by overlaying a hex grid on top of different maps from FNV (the in-game Pip-Boy map, an extracted satellite map, and a playable area/invisible walls map) with image editing software and then carefully picking the most appropriate tileset.

A lot of artistic liberties where taken in that regard. For starters, it’s not very easy to represent all the different elevations in terrain seen in FNV in Civ V’s engine. I'm also nowhere near an expert in western United States geography, but I tried my best.

The vast amounts of hills and mountain tiles seen on the map are by design. I understand it can make the map more challenging, but first and foremost, I wanted to create an accurate depiction of the worldspace from FNV, including all the harsh terrain and invisible walls we see in the game.

However, I also took some liberties to allow for more exploration and movement. In this map, some areas blocked off by invisible walls or impenetrable barriers in FNV have been opened up. Some examples are the Canyon Wreckage leading into the Divide, the northern and southern end of the I-15, invisible walls surrounding Nellis and the Old Nuclear Test Site, the broken bridge in Crescent Canyon and the Devil’s Throat crater.

Some of the more developed locations seen in FNV – such as The Strip and Freeside – are represented by grassland and plains tiles respectively. I figured that the best way to represent these locations and their wealth (relative to the rest of the wasteland) would be through the use of “more powerful” and distinct tiles.

Lastly, one curious thing about FNV’s worldspace is that, while it is largely accurate to real life, it does not seem to be very accurate when concerning the size and shape of the Colorado River, the geography near Fortification Hill, Bonell Bay or, really, the northern end of the Colorado past Hoover Dam in general. For this mod, I chose to represent those areas as they exist in-game rather than real life.

Changelog:


Version 1.02:
• Replaced "dead", unreachable tiles nested within mountain ranges with mountain tiles;
• Tweaked incorrect continent type designations throughout the map.

Version 1.01:

• Redone continent type tile designation. Most of the map is now part of the American continent, except when it comes to mountains, which are part of the African continent. Mountains near the Jacobstown area are the exception, and remain as part of the American continent;
• Added roads and city ruins (representing pre-War ruins) to the map, sort of. They will not appear during gameplay, but should be useful should anyone want to create a scenario using this map;
• Added back in the five (5) Barringer Crater Natural Wonders which I deleted on accident on the first version (how embarassing!);
• Added forest features have been added to the Jacobstown and Vault 22 regions;
• Added more plains tiles throughout the map. They can be found in the areas near Goodsprings, Novac, The Fort, Whittaker Farm/Hunter's Farmstead, Nellis AFB, as well as in northern Outer Vegas and the cut town of Underpass;
• Opened up a mountain range in northern end of the map as a way to represent the Northern Passage;
• Tweaked the area near Goodsprings. One Oasis tile has been removed;
• Tweaked the road leading into Techatticup Mine. Hills tiles replaced with flat terrain;
• Tweaked the area near the Boulder City trainyard. Mountain tile replaced with flat terrain;
• Tweaked the area near Bonnie Springs. Hills tiles replaced with flat terrain;
• Tweaked the area near the El Dorado Substation. Hills tiles replaced with flat terrain;
• Tweaked the area near Ranger Station Delta. Hills tiles replaced with flat terrain;
• Tweaked the area near The One bomb site. Fallout feature has been moved up a few tiles. It had been previously incorrectly placed right on top of Ranger Station Bravo and now sits at a position accurate to the game.