Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
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Update: Oct 19, 2017 @ 4:59pm

Version 17 is a minor change to match the Fall 2017 Update.

Update: Sep 1, 2017 @ 4:17pm

Version 16: introducing Got Lakes for Civ VI!

The previous version of this map script was v15 for Civ V.

Changes from Civ VI vanilla

  • Enables coastal mountains
  • Enables cliffs next to fresh-lakes
  • Enables ice in fresh lakes
  • Rainfall now affects the frequency of fresh lakes on most maps (except for the Lakes landmass, which uses Sea Level instead)
  • Various map-utility fixes to improve lakes, rivers, coasts, cliffs, features, and natural wonders
  • Ensures that all land is reachable to settlers despite thick mountain ranges, cliffs, sheets of ice, and impassable natural wonders
  • Improves Sea Level for Island Plates
  • Randomizes terrain under jungle (either plains or grassland for most maps)
  • Luxuries may appear in unexpected places for certain climates; this ensures that even extremely hot/cold maps have a decent number of luxuries


Changes from Civ V Got Lakes
  • Added Civ VI features such as cliffs and multi-tile natural wonders
  • Reduced granularity of Uncanny Valleys for huge maps
  • Increased land for Scattered Crags + Tectonic Extras + Extras Landmass
  • The Chains extra now creates larger islands
  • Increased the frequency of random fresh lakes on all landmasses
  • Adjusted terrain and ice for Two Suns
  • Fixed a bug in Sandy Jungle that prevented equatorial deserts
  • Global Tilted Axis Full + Pangea now tries to shift the pangea south
  • Increased bagel land for Globe + Ice Age Cropped and Globe + Tiled Axis Cropped
  • Donut no longer forces coastal starts
  • Ice Age climates no longer force coastal starts
  • Improved starts for Pangea and Lakes landmass famlies + Winding Canyons
  • Improved starts for Maze landmass
  • Improved starts for cold climates
  • Improved starts for maps that contain a mixture of large chunks of land and small islands


Civ VI Acknowledgements
Ed Beach, primary author of Civ VI's map scripting API: thanks for the flexible, easy-to-understand API and starter code!

Bob Thomas (Sirian), Ed Beach: I borrowed the GenerateRegions and ChooseLocations functions from Civ V BNW's AssignStartingPlots class. I needed these in order to handle major-civ start plots for a variety of map types--thanks again!


Civ V Acknowledgements
Bob Thomas (Sirian), primary author of Civ V's canonical map scripts and much of the map scripting API: your well-documented scripts turned out to be excellent starter code, much of which still exists in Got Lakes!

Shaun Seckman, Brian Wade, Ed Beach - authors/contributors of Oval, Fractal World and various parts of the map generator: your algorithms were powerful and yet modular and readable enough for mere mortals to understand. Some of your code exists in my script in the form of plot type (landmass) generation and various terrain/feature/start-plot (climate) overrides.

BlankCrayon, author of the Maze World map script: I made good use of your Stack class and GetAdjacentPlots() method.

Update: Aug 31, 2017 @ 6:14pm

Update: Aug 26, 2017 @ 5:56pm

Update: Aug 26, 2017 @ 2:28pm

Update: Aug 26, 2017 @ 2:04pm

Update: Aug 26, 2017 @ 1:59pm

Update: Aug 26, 2017 @ 1:54pm

Update: Aug 22, 2017 @ 4:58pm

Update: Jun 26, 2017 @ 7:25pm