Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
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Update: May 21, 2020 @ 8:15pm

Version 29.1 adds compatibility with New Frontier Pass and its corresponding May-2020 patch.

Update: Jan 12, 2020 @ 6:31pm

Version 29.0 adds mountain clump options and more!

New options for mountain clumps!

  • Introducing Mountain Clumps (Full, Maze, Hollow, or Random): controls whether large clumps of mountains are full of mountains like the base game, carved into mountain mazes, or hollowed out completely! Carves mountain mazes by default. The effects of this option are more noticeable with higher mountain level and/or mountains set to Clustered Highlands.
  • Introducing Thin Mountain Clump Edges: if enabled, uses thinner walls of mountains for Maze and Hollow mountain clumps.

Miscellaneous:
  • The Snowball climate now allows all strategic resources to appear on tundra and snow. This allows horses, coal, and aluminum to appear in completely-frozen worlds.
  • Updated menu items to show which option selections are closest to the base game.
  • Improved responsiveness to Hill Level for most maps.
  • Improved randomness of mountain passes, paths through ice, etc.

Update: Oct 25, 2019 @ 7:06pm

Version 28.0 brings new civ-start options and more!

New options for land starts and water starts!

  • Introducing Land Starts and Water Starts: controls how areas of land/water are assigned to major civs! You can assign all civs to the largest area (like Terra), divide up civs like normal, assign each civ to a separate area using areas that are most similar in size, or let the landmass decide what to do. And of course you can also randomize these options!
  • One example of what is now possible: choose Separate Areas for Land Starts with Sprinkles extras and a Pangea landmass, and all civs will start on tiny islands while the pangea is uninhabited! Note that you might want to exclude Kupe from this map for balance reasons.

New options for controlling mountains, hills, and volcanoes!
  • Removed World Age, which is now obsolete (see below)
  • Introducing Mountain Level: controls the quantity of mountains only (not hills or volcanoes--see below!)
  • Introducing Hill Level: controls the quantity of hills; default value is "Same as Mountain Level" so that you can still effectively control mountains and hills with the same option.
  • Introducing Volcano Level: controls the quantity of volcanoes; default value is "Same as Mountain Level" so that you can still effectively control mountains and volcanoes with the same option. You can also set this to "Same as Hill Level" if you'd rather let hill level control the number of volcanoes.
  • Removed Ageless Hills, which is obsolete. Instead, just set Hill Level to Standard and Mountain Level to whatever you want.

New checkbox for limiting coastal expansion!
  • Introducing the No Coastal Expansion checkbox: if enabled, replaces all shallow water that is not strictly coastal with deep ocean. Also prevents extra islands from expanding the coast of the main landmass. Useful if you enjoy crossing oceans before meeting other civs; however this does not guarantee that you will be totally isolated, even on island maps.

Expanded options!
  • The following options have been expanded to include new values such as Very Low and Very High: Mountain Level, Hill Level, Volcano Level, Sea Level, Lake Level, River Level, Temperature, Tundra Level, Rainfall, Climate Granularity, and Grass/Plains Mix. Enjoy!
  • A few donut fillings have migrated from Low/High values to Very Low / Very High as a result of this expansion.

New behavior for setting all Landmass options to None!
  • Previously, setting all Landmass family options to None would result in a randomly-chosen landmass, but now you will get no landmass at all! Instead you get a world filled with islands based on your choice of Extras--enjoy!

Miscellaneous:
  • Various improvements to the Got Lakes start positioner.
  • Snowball and Ice Age climates no longer lower sea level. Most of those effects are now attainable by setting Sea Level to Very Low.
  • Removed the Oval landmass + Globe world wrap + Tilted Axis sunlight + Cropped icy poles easter egg due to a potential shortage of land. However, you can still crop the oval if you have Oval + Globe + Ice Age or Snowball climate + Cropped.
  • Fixed some bugs in Sea Level responsiveness, particularly for clusters, the Inverted Extras landmass, and tectonic extras.
  • The Clusters and Inland Sea landmasses now always use a polar fractal (improves chances of landmass having a reasonable shape).
  • Mini Donuts (both landmass and extras) now supports a 3:1 map aspect ratio.
  • Fixed some UI tooltips that I forgot to update last time.
  • For those of you who like to tinker with Lua code, I have added some new switches and tunable constants to GotLakes.lua for an even more advanced level of customization!

Update: Sep 10, 2019 @ 6:02pm

Version 27.1 includes some minor tweaks to match the September 2019 Update of Civ VI.

Update: Jun 27, 2019 @ 7:01pm

Version 27.0 replaces the climate shuffle with new options, and more!

New options to replace the climate shuffle

  • Introducing 4 new options to replace the 13 climates with 120 possible combinations!
    • Climate: Snowball, Ice Age, Standard, Greenhouse, Sandstorm
    • Biome: Arborea, Prairie, Standard, Wetland
    • Sunlight: Standard, Tilted Axis, Two Suns
    • Icy Poles: Cropped, Standard
  • Introducing Biodiversity, which controls which terrain/feature combos are allowed on the map; by default, this automatically adjusts itself from Standard to Very High based on selected climate.
  • Introducing 6 new checkboxes to override each terrain/feature combo controlled by Biodiversity (in addition to No Grass Jungles and No Plains Marsh):
    • No Desert Forests
    • No Desert Jungles
    • No Desert Oases
    • No Snow Forests
    • No Snow Oases
    • No Tundra Forests

Landmass tweaks
  • Added a new Seven Seas landmass, which is based on the new Seven Seas map script from the June 2019 update.
  • Added a Fresh Lakes Landmasses checkbox: if enabled, turns all saltwater oceans/seas for any Lakes family landmass (Inland Sea, Inverted Extras, etc) into clusters of fresh lakes!
  • What was formerly the "Lakes" landmass is now obsolete since you can get the same thing with Inverted Extras + Fresh Lakes Landmasses.
  • What was formerly the "Salt Lakes" landmass is now the "Lakes" landmass.

Mountain/Volcano tweaks
  • Removed non-volcanic mountains from "continent boundaries" because Got Lakes already has enough mountains with its mountain patterns.
  • Volcanoes no longer spawn on unreachable plots.

New donut fillings!
  • snow: region + snowball + standard sunlight
  • desert: region + sandstorm + standard sunlight (no longer region + tilted axis)
  • volcanoes: tectonic extras
  • volcanic soil: very high biodiversity + [tectonic extras OR tectonic-and-chains extras OR everything extras]

Miscellaneous:
  • Disabled merging of river systems to prevent rivers from becoming too large/complex--this prevents the game from crashing on start, yet still allows a decent number of river plots and interesting river systems on the map.
  • Fixed a bug that was causing maps with Kupe to fail on start.
  • Fixed a bug that was causing maps with Kupe to start with fewer than expected players.
  • Fixed a bug that was causing the Start Position option to interpret "Legendary" as Random.
  • Fixed the ordering of map options so that Start Position and Resources come first.
  • The Pangea landmass no longer attempts to shift land to the north or south edge of the map.

Update: Apr 5, 2019 @ 7:49pm

Version 26.3 ensures that all players in a multiplayer game see the same map.

Fixed map initialization to avoid using native random numbers for any game that starts with two or more human players.

Note that in order to make this fix, I had to apply the following changes:

  • MP maps can no longer choose Random for the World Wrap option.
  • MP maps can no longer adjust map size based on climate selection (no height reduction for Ice Age Cropped, for example). Instead of reducing height, Got Lakes will generate as if the poles extended beyond the original height.

Update: Apr 2, 2019 @ 7:01pm

Version 26.2 is a compatibility patch for the Civ VI Antarctic Late Summer Update.

Also adds compatibility with coastal flooding mods such as Nere's Inland Flooding and Climate Change. See what happens when a Lakes map becomes flooded!

Update: Mar 29, 2019 @ 7:24pm

Version 26.1 adds full support for custom map sizes.

Custom map sizes such as the ones from YnAMP, Larger Worlds, and PerfectWorld now respect regional world wrap as well as climate-based grid size adjustments.

Update: Mar 22, 2019 @ 6:13pm

Version 26.0 adds a few minor fixes...and an option to connect all saltwater seas!

Added a new Connected Seas checkbox option: if enabled, connects all saltwater seas into a single network of oceans. Recommended as a balance fix for multiplayer games that have coastal civs on land-heavy maps.

Miscellaneous:

  • Capped mountain fractal granularity at 5 regardless of map size (fixes bad fractal results for larger-than-huge maps).
  • Fixed some edge-cases in random path generation (mountain passes, paths through ice, connected seas, etc).
  • Volcano placement now avoids map edges.
  • Civ starts: reduced fertility score of tiles that are adjacent to multiple volcanoes.
  • Reverted min/max GS floodplains cluster sizes to match the base game.

Update: Feb 20, 2019 @ 7:53pm

Version 25.2 avoids non-mountain volcanoes as much as possible!

Problem: Got Lakes likes to create mountain passes, but for some reason the Terrain Builder doesn't completely remove volcanoes from the system, resulting in phantom volcanoes on flat or hilly terrain.

Fix: Got Lakes now prefers removing regular mountains over volcanoes when creating mountain passes. This results in mountain passes that go around volcanoes instead of through them. So now this issue won't happen unless you have a wall of volcanoes cutting-off a part of the map.