Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
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Opdatering: 27. feb. 2022 kl. 4:59

Version 34.0 adds extreme coastal lowlands, supports TTS, and more!

Extreme Coastal Lowlands!

  • Introducing Coastal Lowlands: a new option that controls the placement of coastal lowlands. Choose from various levels ranging from None to Everywhere. If you choose Everywhere then you get lowlands at every single non-wonder non-mountain land tile, including hills! And of course you can randomize this option.
  • Nere's Inland Flooding and Climate Change will no longer override placement of lowlands. However, you can still use that mod for its balance tweaks to CO2 and flood barrier costs.
  • See Got Lakes vs Nere's Inland Flooding and Climate Change in the Discussions tab for more info.
  • Acknowledgements / Special Thanks to Nerevatar: I used the Inland Flooding and Climate Change mod's lua overrides as starting code, and kept most of the logic for scoring potential lowland plots. The "Inland" setting for the Coastal Lowlands option is similar to what you get with Nere's Inland Flooding and Climate Change.

Support for Teams Together Strong (TTS)!
  • Got Lakes is now compatible with the Teams Together Strong mod! If TTS is enabled, then Got Lakes will still use its own start positioner for minor and water civs while using TTS for major land civs.
  • I recommend using TTS for team multiplayer games only. Otherwise TTS provides little benefit since Got Lakes already has its own start positioner with start bias improvements.
  • Warning: TTS with "Team mates on same landmass" selected works best on continental, pangea, and land-heavy maps; such a setup with maps that contain islands (including extra islands) may result in players getting stranded on tiny islands.
  • See Got Lakes vs Teams Together Strong in the Discussions tab for more info.

New/Updated Options
  • Introducing Desert Level: adjusts the balance of desert and fertile terrain. Stacks with Temperature, Tundra Level, and various other options that effect terrain.
  • Mountain Clumps: you can now choose Random Maze or Hollow to randomly choose either Maze or Hollow.
  • Climate Wrap:
    • You can now choose Random Azimuthal or Globe to randomly choose either Azimuthal or Globe.
    • You can now choose Random Azimuthal or Region to randomly choose either Azimuthal or Region.

Miscellaneous
  • Adjusted the start positioner's spacing of civs for improved configurability and to encourage civs to start farther away from each other.
  • Replaced the ASP_MIN_DISTANCE_BETWEEN_CIVS constant in GotLakes.lua with the following:
    • ASP_MIN_DISTANCE_BETWEEN_MAJOR_CIVS
    • ASP_MIN_DISTANCE_BETWEEN_MINOR_CIVS
    • ASP_SAFE_DISTANCE_BETWEEN_TWO_MAJOR_CIVS
    • ASP_IDEAL_DISTANCE_BETWEEN_TWO_MAJOR_CIVS
  • Got Lakes can now make an additional (third) attempt at placing major civs if the default placement fails. This is a last resort that effectively treats major civs like city states.
  • Fixed a bug that was causing the GL start positioner to ignore top/bottom portions of the map for globe maps with cropped poles.
  • Slightly reduced the effect of Temperature on desert frequency in order to balance Temperature with Desert Level.
  • Region Climate Wrap + Tilted Axis + Donut no longer fixes the hot pole at the center of the map.
  • Fresh Lakes Landmasses + Lakes Landmass now defaults Landmass-Based Water Starts to None. This improves spacing between water civs and land civs.
  • Added NaturalWonderGenerator, ResourceGenerator, and CoastalLowlands overrides to harden table.sort() calls against desyncs...this covers every call to table.sort() from the base game's map generator! Note that there could still be calls from other Lua-overriding map mods, depending on what you have enabled.

Opdatering: 17. nov. 2021 kl. 2:13

Version 33.1 restores reefs and avoids desyncs.

Disabled a reef-reduction crash-on-reveal "fix" that was originally added back when R&F released but is no longer needed. You can re-enable this hack by editing the ENABLE_RF_REEF_REDUCTION flag in GotLakes.lua.

Added tie breakers to sorting of natural wonders and strategic resources to avoid desyncs in multiplayer games, and to ensure that lists are sorted consistently when running the same map seed multiple times. Also added similar tie breakers to the start positioner and the start bias solver for sorting potential starting areas.

Opdatering: 15. okt. 2021 kl. 2:20

Version 33.0 supports Sukritact's Oceans, improves start bias handling, and more!

Support for Sukritact's Oceans

  • Got Lakes now overrides kelp forest generation so that kelp forests respect various options such as Climate, Sunlight, and even Climate Granularity.
  • Introducing Kelp Forest Level: controls the base quantity of kelp forests; defaults to Same as Rainfall to match the original behavior of Sukritact's Oceans.
  • Introducing Kelp Forests: whether there are no kelp forests (None), standard kelp forests to match Sukritact's Oceans, or kelp forests that are not necessarily adjacent to land but still in shallow water (Kelp Creep).

Improved Handling of Start Biases
  • Added a new algorithm to the start positioner so that start biases now have a much greater impact on start locations than they do in the base game!
  • Note that even with this algorithm, it is still possible to get an undesirable location since some maps might simply not have the right starting areas to satisfy every player. Don't expect Russia to find tundra in a Sandstorm climate, or Nubia to find sandy desert on a Snowball. Also, if you have for instance three players that prefer tundra/snow but only two cold regions in your map, then there is only so much that Got Lakes can do.
  • That said, hopefully this will cure "Restartitis" as long as you have reasonable settings and/or expectations for your maps! Perhaps you will need only a 1-2 rerolls to get a good spot instead of a dozen *fingers-crossed*...

New/Updated Donut Fillings!
  • Kelp Forest: Sukritact's Oceans game mode enabled + Kelp Creep + Very High Kelp Level
  • "Kelp" Forest (forest in water): Sukritact's Oceans game mode disabled + Kelp Creep + Much More Forest (Forest/Jungle Mix)
  • Kelp "Forest" (jungle in water): Sukritact's Oceans game mode disabled + Kelp Creep + Much More Jungle (Forest/Jungle Mix)
  • Arid (no forest, jungle, or marsh on land): Very Arid Rainfall
  • Forest, Jungle, And/Or Marsh*: see the Donut section of the landmass guide for more info
  • Tundra, Grassland, or Plains: see the landmass guide for more info
  • Desert (updated): Azimuthal Climate Wrap + Two Suns Sunlight + Sandstorm Climate

(*)Forest, Jungle, and Marsh spawn also depends on biodiversity and terrain/feature combo checkboxes.

Miscellaneous
  • Fixed a typo that disabled coastal ice in maps that had circumnavigation disabled.
  • Ice can now spawn adjacent to plots that have rivers as long as no river mouth faces the ice.
  • Tweaked Standard Sunlight + Ice Age Climate latitude bands to reduce tundra for fixed latitude (Region + Standard Sunlight) maps.
  • Halved Tundra Level adjustment for Standard Sunlight + Ice Age Climate to avoid extremely low/high amounts of tundra on fixed-latitude (Region + Standard Sunlight) maps.
  • Added logging to indicate whether YnAMP has custom starts enabled (YnAMP's custom starts override the Got Lakes start positioner).
  • Fixed a harmless but scary-looking "nil function" error message in YnAMP's override to AssignStartingPlots that was caused by Got Lakes not using the base game's feature generator.

Opdatering: 2. juli 2021 kl. 15:03

Version 32.0 adds circumnavigation and more!

Circumnavigation!

  • Introducing Circumnavigation: controls the type of east-west channels that Got Lakes may add to allow naval circumnavigation. Possible choices are None (leave the map as-is, like the base game), Edges (clear out the non-wrapping edges of the map), Paths (create a few random horizontal-ish paths), and Edges and Paths. Of course, you can also randomize this option.
  • Note that Got Lakes will only add Edges/Paths if needed to ensure circumnavigation. Most island maps will not lose any land as a result of this option.
  • When enforcing circumnavigation, Got Lakes will also 1) remove all coastal ice, 2) prevent impassable natural wonders from blocking naval chokepoints, and 3) create paths through any ice chunk that touches both the north and south edges of the map.

A new way to adjust forests and jungle!
  • Introducing Forest/Jungle Mix: adjusts the balance of forests versus jungle. Stacks with Temperature, Tundra Level, Rainfall, Climate, Biome, etc.


Improved ice/water options
  • Introducing No Ice: if enabled, removes all ice from the map.
  • Connected Seas, when enabled, now also removes all coastal ice and prevents impassable natrual wonders from blocking naval chokepoints.
  • Added support for Yet (not) Another Map Pack's "No Ice Near Land" checkbox, which appears below all of Got Lakes' options when Y(n)AMP is enabled. This checkbox now has the same behavior as the No Coastal Ice checkbox (previously was ignored). Requires Y(n)AMP.

Mountains and Extras: now with less chaos if you so choose!
  • Added Random Moderate to the Mountains option: randomly choose between only the moderately-rocky mountain ranges (Tectonic Plates, Fractal Ranges, Scattered Crags, Clustered Highlands, and Uncanny Valleys). Recommended if you enjoy randomness but want to avoid the extremely rocky choices for this option.
  • Added Random Moderate to the Extras option: randomly choose between only the moderate choices for extras (all choices except None and Everything). Recommended if you enjoy randomness but want the quantity of extra islands to be more predictable.

Miscellaneous
  • The Minor Starts option no longer randomly chooses "Same as Land Starts" when set to Random (avoids a bias towards the Land Starts option).
  • The Biodiversity option may now randomly choose "Climate-Based" when set to Random (adds a bias towards the selected climate so that Random is less likely to result in something crazy).
  • Updated a log message to be less scary when Got Lakes tries to connect seas on a completely dry map.
  • Improved logging of checkbox selections.
  • Improved logging of Natural Wonder generator's search for candidate spots.

Opdatering: 25. feb. 2021 kl. 19:23

Version 31.0 adds minor starts, terrain flags, and more!

Minor Starts

  • Introducing Minor Starts: adjusts the start positions of city-states! You can assign all city-states to the largest area, place them the normal way, assign each one to a separate area, treat them like major civilizations, or let the Land Starts option decide what to do. And of course you can randomize this option!
  • One example of what is now possible: choose Separate Areas for Land Starts and Largest Area for Minor Starts for a Pangea landmass with Sprinkles extras. This will place each major civ its own island while cramming all of the city-states onto the pangea.

Terrain Flags
  • Introducing No Desert, No Grass, No Plains, No Snow, and No Tundra checkboxes: each one prevents a certain type of terrain from appearing on the map!
  • If you remove three or more terrain types then Got Lakes will compensate for lack of variety by allowing all strategic resources such as horses to appear on any terrain type.
  • What happens if you enable all of these options? Got Lakes will randomly remove one to three terrain types from the map!

Improved Isolation for Large Islands
  • The Large Islands landmass, when Isolated Coasts is enabled, will now separate each large island from the others with a barrier of ocean. Previously, the large islands were only isolated from extra islands. Now each major civ on a Large Islands map with Isolated Coasts can enjoy total isolation until ships can cross oceans.

Full Compatibility with Terra Mirabilis
  • Added custom-placement support for the Rock of Gibraltar and Mosi-oa-Tunya (Victoria Falls) natural wonders so that Got Lakes is fully compatible with Terra Mirabilis.

Miscellaneous:
  • Got Lakes now uses its custom start positioner to place city states. This allows city state placement to succeed for even the most extreme maps such as islands with all terrain types disabled except snow. Note that the base game still handles start biases for both major and minor civs, and that Got Lakes is still compatible with YnAMP's Culturally Linked Starts.
  • Scrambled Land Luxuries now allows luxuries on snow if snow is the only terrain type enabled.
  • Scrambled Land Luxuries now allows luxuries on volcanic soil. Volcanic soil is only possible with the Donut landmass--see the landmass guide in the Got Lakes discussion page on Steam for more info.
  • Setting Snowball climate and/or less than three terrain types enabled now allows strategic resources on volcanic soil.
  • Updated menu text for the Volcano Level option to indicate Low as closest to the base game; Standard is (and has been) more like twice the base game's standard number of volcanoes.
  • Updated menu text for Scrambled Land Luxuries to mention avoidance of geothermal fissures.
  • No changes were needed to support the Feb 2021 Barbarian Clans update.

Opdatering: 22. okt. 2020 kl. 17:38

Version 30.0 expands coastal expansion, separates climate wrap from world wrap, and more!

Expanded Coastal Expansion

  • Introducing Coastal Expansion: adjusts the balance of shallow water and deep ocean.
  • Introducing Isolated Coasts: if enabled, prevents coastal expansion from connecting lands that are separated by ocean. Also prevents extra islands from expanding the coast of the landmass for water-heavy maps. Recommended if you enjoy crossing deep oceans.
  • Removed No Coastal Expansion, which has been replaced by the above options. Simply set Coastal Expansion to None and enable Isolated Coasts to achieve the same effect.
  • Shallow waters from Tectonic extras are now controlled by Coastal Expansion instead of Sea Level

More Flexible World Wrap!
  • Introducing Climate Wrap: controls whether the world's climate is global (north/south poles and matching bands of latitude) or regional (poles and latitude bands vary depending on the Sunlight option).
  • The World Wrap option no longer controls poles or latitude bands, but instead only controls whether the world wraps east-west.
  • Climate-affecting option combos that previously involved World Wrap now involve Climate Wrap instead. For example, the "cropped oval" landmass is now Oval Landmass + Cropped Icy Poles + Globe Climate Wrap + Snowball or Ice Age Climate.
  • Introducing Azimuthal Climate Wrap! Setting Climate Wrap to Azimuthal will fix one pole at the center of the map and the other at the edges!

New/Updated Donut Fillings!
  • Shallow Water: set Coastal Expansion to Very High (previously was Very Low Lake Level)
  • Salty Lakes: set Coastal Expansion to Very High and set Lake Level to Very High.
  • Snow: set Climate Wrap to Azimuthal (was previously Region), and Climate to Snowball and Sunlight to Standard.
  • Ice: set Climate Wrap to Azimuthal (was previously Region), and Climate to Ice Age and Sunlight to Standard.

Miscellaneous:
  • Hill Level and Volcano Level will no longer randomly choose "Same As Mountain Level" or "Same as Hill Level" when set to Random.
  • Biodiversity will no longer randomly choose "Climate Based" when set to Random.
  • Fixed some off-by-one fractal-based-landmass bugs which were adding awkward one-tile islands to the map.
  • Minor rebalance to the Start Positioner to increase chance of coastal starts instead of inland starts.
  • No changes were needed to support the Oct 2020 Pirates update.

Opdatering: 24. sep. 2020 kl. 19:02

Version 29.5 adds support for the Byzantium & Gaul Pack and its corresponding base game patch.

Opdatering: 26. juli 2020 kl. 5:58

Version 29.4 adds a check for ley-line support before adding ley lines (fixes a Lua error).

Opdatering: 23. juli 2020 kl. 14:47

Version 29.3 adds support for the Ethiopia Pack and its corresponding base game patch.

Opdatering: 25. juni 2020 kl. 18:12

Version 29.2 adds compatibility with the Red Death (Battle Royale) ruleset.