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Hope that helps. Good luck!
If it's affecting *all* great people instead of just prophets, then the issue is probably not caused by map size, though duel map size might exacerbate the problem. I suspect that playing on duel with your setup might give you 1 prophet and no other great people, while other sizes might give you a few more prophets and no other great people.
Sounds more like an issue with at least one mod that is trying to customize great people (maybe every type *except* great prophets for some reason). Either one mod is out of date, or if two such mods load in the wrong order then one mod might retrieve stale data on great people before the other mod clears/replaces the data, resulting in "missing" great people.
The bug is the following: Once the 1st Great Person of a type is recruited, there is somehow none left after that ("All individuals of this type have been earned").
I've investigated a bit (disabling mods, replaying the game from turn 1, etc) and I suspect something is up related to the map size.
And while I haven't noticed anything special about the Map Size setting, maybe (or my fellow players in the hotseat) caused an incompatibility. So!
In your tests/insights as a modder or whatnot, have you ever seen a situation where a faulty mapsize would cause the game to assume there's only 1 Great Person of each kind per game? (e.g the same way that a Duel mapsize would only allow 1 Great Prophet)
- Continents Landmasses: Continents
- Islands Landmasses: None
- Lakes Landmasses: None
- Pangea Landmasses: None
It's a shame really because this mod should be able to do large land masses with few lakes, but I just can't get it to do it, even with what seem to be the right settings. It's just weird...
Sometimes game modes and other mods (especially resource mods) can cause wacky behavior with resource placement.
I personally have not seen this issue with Got Lakes by itself.
You might also be starting in what looks like an islands map if you have extra islands and Land Starts set to Separate Areas. This combo forces all players to start on a separate roughly equal-sized piece of land, typically a small island.
Another possibility in MP: not all players are using the same settings and/or not the same version of Got Lakes. This could lead to a desync btw.
For something like earth but not quite and with inland seas, I recommend forcing the Noodles landmass, like this:
continents landmasses: Noodles
islands landmasses: None
lakes landmasses: None
pangea landmasses: None
circumnavigation is guaranteed by default with that landmass, so your oceans will be connected. To connect the Inland Seas too, enable the Connected Seas checkbox.
For extra islands, choose anything from the Extras option *except* for Everything, None, and Random. Tectonic is probably the most earth-like, followed by sprinkles, chains, tectonic and chains, clusters, and mini donuts. Or you can pick Random Moderate if you can't decide.
Hope this helps!
Second, can I get some help with some settings. I just want to play a map that is "like earth" in that there is several continents with connected oceans, and some interesting inland sea ways with some islands. I want navies and sea trade to be a bigger part of the game and random islands you can find. Like earth, but not Earth; ya know?
Thanks for asking, though.
Since this is a water NW, this requires explicit support from GL right? (to keep the capability of enforcing naval circumnavigation)
OTOH I could imagine a separate option that randomly expands fresh lakes so that they either merge with each other, merge with a sea/ocean, or become just large enough to count as salt water. There would probably be fewer but larger bodies of water as a result.
First, force the Continents landmass with the landmass options, like so:
- Continents Landmasses: Continents
- Islands Landmasses: None
- Lakes Landmasses: None
- Pangea Landmasses: None
Then use the Extras option to choose the type of extra islands to add to the map. For something normal looking like the base game, I recommend setting this to either Sprinkles or Tectonic. You might also like either Chains (which I derived from Civ V islands) or Tectonic and Chains. There's always Random Moderate, which excludes None and Everything, if you can't make up your mind.
Hope this helps!
Thanks for the feedback!
To make your continents thicker in the current version (36.2), you would have to edit GotLakes.lua at line 7664 where you will find the following code:
sea levels = {38,53,68,73,98},
These values map each sea level setting (starting with Very Low, then Low, etc.) to a base percentage of water for each continent, which is adjusted based on the number of "gaps" in the continent layout. Lowering these values here will make the continents thicker in general.
your mod has been translated by ASM590319 into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Thank you for your help and for a great mod!