Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
711 Comments
Scrum Lord  [author] 18 hours ago 
Also note that PerfectWorld6 hasn't been updated since 2019.
Scrum Lord  [author] 18 hours ago 
Yeah, PerfectWorld does some strange things when enabled, even if you use a different map script. I recommend enabling only one map script at a time (whichever one you plan on using) whenever you start a new game.
CEO of Spearfighting 23 hours ago 
Cheers. In the meanwhile I found a pretty good lead to fix the issue and it's most likely mods overlapping on each other when it shouldn't (more exactly, PerfectWorld changing the localisation string of the Map Sizes - and maybe more - even though I was generating the map with Got Lakes? And not PerfectWorld)
Scrum Lord  [author] May 26 @ 6:59am 
This could also be a hot seat de-sync issue if one player has the same mods but a different version of something, like installed manually instead of through steam, or without auto-updating on steam.

Hope that helps. Good luck!
Scrum Lord  [author] May 26 @ 6:59am 
@CEO of Spearfighting Hmm, let's see. I have never encountered an issue like this myself, but maybe I can help you with some ideas.

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 Either one mod is out of date, or if two such mods load in the wrong order then one mod might retrieve stale data on great people before the other mod clears/replaces the data, resulting in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.
CEO of Spearfighting May 26 @ 4:36am 
Heyo @Scrum Lord, I am investigating a bug in my hot-seat multiplayer game, and while I don't believe it is caused by Got Lakes?, I'm interested in your insight.

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)
Yggdrasil May 20 @ 12:38pm 
I did, but it seems that I get the best results by ticking the box "no additional lakes".
Scrum Lord  [author] May 20 @ 11:57am 
@Yggdrasil If you want a particular landmass like Continents, then make sure that you set the other "Landmasses" options to None, like this:
- Continents Landmasses: Continents
- Islands Landmasses: None
- Lakes Landmasses: None
- Pangea Landmasses: None
Yggdrasil May 20 @ 7:45am 
I have to say I am a bit frustrated. Even though I only selected continents, I'm not really getting any, just some thin strips of land. I also got the problem with lakes. I selected "very few" and yet there are so many that the map isn't worth playing...
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...
Scrum Lord  [author] May 19 @ 7:56pm 
@merlock acemann What resource mods, if any, are you using? Also are you using any map overhaul mods such as Yet (Not) Another Maps Pack or Harmony in Diversity, or do you have any game modes enabled such as Corporations for Sukritact's Oceans?

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.
merlock acemann May 19 @ 4:42am 
I really like the mod except for one massive problem. Luxury resource spawning. Even on sparse the map is FLOODED with luxuries, and they spawn in massive clusters. I'm talking 6+ copies of the same luxury easily inside a single city all over the map. Is there any way to fix this?
Scrum Lord  [author] May 13 @ 11:40pm 
@starverse There is no way to directly control floodplains, but you can control River Level and Desert Level. Try increasing those to get more desert floodplains.
starverse May 12 @ 11:38pm 
Is there a way to get a lot of floodplains and in particular desert floodplains?
Scrum Lord  [author] May 10 @ 6:57pm 
@Lycrial When playing MP are you using settings like Circumnavigation set to Paths or Connected Seas enabled which can sometimes chop up larger pieces of land into islands?

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.
Lycrial May 9 @ 3:15am 
Hey, any idea on why landmasses are working in single player, but in multi player I always get islands? Am using the same setup, just changing the landmasses. Like, Pangea is chosen with one setting (not all) and the rest is on "none", but still, always islands. Ty!
Scrum Lord  [author] Apr 24 @ 10:05am 
@Shy I recommend checking your other mods, DLC, or Game Modes for updates or limitations. Got Lakes has no effect on Tech/Civic trees.
Shy Apr 23 @ 8:54pm 
I've found that using Got Lakes changes my Civic Tree to exclude Preserves. I'm not seeing any details on this page about that being a limitation. Is this intentional?
Scrum Lord  [author] Apr 12 @ 1:40pm 
@apasquini the bottom entry is the most recent. Also note that saving / restarting the game sometimes clears the log.
apasquini Apr 12 @ 12:34pm 
@Scrum Lord, thank you. Found it! One last question: how can I tell which entry is the most recent? I don't see any dates and don't want to assume the top of the log is the most recent.
Scrum Lord  [author] Apr 11 @ 6:42pm 
@apasquini Another place where you might find Lua.log on a Windows machine: <user directory>\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs
Scrum Lord  [author] Apr 11 @ 6:36pm 
@apasquini For single player games, yes. Go to your Lua.log file at <user directory>\Documents\My Games\Sid Meier's Civilization VI\Logs (on a Windows machine), open the file in a text editor, and search for the last occurrence of "Map Script: Running Got Lakes" (followed by whatever version number of GL you have installed). That will show you all of the options selected as well as how the random options resolved, followed by other fun details such as landmass/climate analysis.
apasquini Apr 11 @ 8:44am 
If you choose "random" is there a way after the game starts to see what was actually randomly picked? I would like to know so I can see how choices worked out and help me choose for next time. Thank you.
Scrum Lord  [author] Apr 3 @ 6:46pm 
@shiv Hmm, it's possible, I think, though not trivial. I'd have to experiment with that mod to know for sure.
shiv Apr 3 @ 2:47pm 
Any chance you’ll add compatibility for the great river terrain type added by the Real Rivers for Random Maps mod?
Scrum Lord  [author] Mar 28 @ 6:10pm 
pb&jj Got Lakes has no effect on civ selection. I suspect that something else auto-updated or somehow broke at the same time that you tried to use Got Lakes.
pb&jj Mar 28 @ 1:56pm 
For some reason it won't allow me to select the Inca or Korea when i try to use this mod. Does anyone know anything about this?
TylerKVeinot Feb 17 @ 11:54am 
No worries and thank you for the advice; I'm going to try it now. @Scrum Lord
Scrum Lord  [author] Feb 15 @ 3:34pm 
Thanks, @TylerKVeinot!

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!
TylerKVeinot Feb 15 @ 12:23pm 
First I just want to say, Great Mod!
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?
Scrum Lord  [author] Dec 31, 2023 @ 10:15am 
@Dante.Enoshima Christmas Island is passable according to its config SQL, so circumnavigation is not an issue. This NW also uses standard placement rules, so it's already compatible with Got Lakes.

Thanks for asking, though.
Dante.Enoshima Dec 31, 2023 @ 3:46am 
Sorry for asking another support for custom natural wonder, this time is Christmas Island: https://steamcommunity.com/sharedfiles/filedetails/?id=3121025555&searchtext=

Since this is a water NW, this requires explicit support from GL right? (to keep the capability of enforcing naval circumnavigation)
Scrum Lord  [author] Dec 19, 2023 @ 7:24am 
No problem el bird man, if you have other mods then maybe one of them auto-updated since the last time you started a game.
el bird man Dec 18, 2023 @ 8:54pm 
I really appreciate the quick response bro.
el bird man Dec 18, 2023 @ 8:53pm 
I understand, but this only started after I subscribed, downloaded and played my first got lakes game.
Scrum Lord  [author] Dec 18, 2023 @ 1:51am 
@el bird man Got Lakes has absolutely no effect on combat or healing.
el bird man Dec 17, 2023 @ 9:14pm 
Might have found a bug. It seems my combat folks wont heal aside the starting warrior.
Scrum Lord  [author] Dec 12, 2023 @ 6:36pm 
@Kataoka interesting idea. I believe that what you're asking for is already possible with the Connected Seas option, since that connects all water including fresh lakes into a global ocean.

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.
Kataoka Dec 12, 2023 @ 5:05pm 
Out of curiosity, would it be possible (or not super difficult) to make a "Turn Lakes Into Seas" option? Might be a cool inverse to the turn Seas into lakes option.
Scrum Lord  [author] Dec 8, 2023 @ 2:07pm 
Thanks @bahoobanana! Here's how to get "continents and islands" with Got Lakes:

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!
bahoobanana Dec 8, 2023 @ 11:33am 
great mod! wondering whats the best way in the settings to generate a map similar to base games "continents and islands" map mode? i enjoy islands in the middle of my continents for later settlements
Kataoka Dec 7, 2023 @ 3:39pm 
Thank you for the response!
Scrum Lord  [author] Dec 7, 2023 @ 3:32pm 
@Kataoka I could perhaps change Lake Level to adjust continent "thickness" for this landmass instead of simply adjusting the frequency of fresh lakes. That would be consistent with a few other landmasses like Mini Donuts and Noodles, and perhaps improve the usefulness of that option.

Thanks for the feedback!
Scrum Lord  [author] Dec 7, 2023 @ 3:31pm 
@Kataoka Yeah the lake level for Numerous Continents only affects the tiny fresh lakes that are added after landmass and extras are added. The thickness of the continents is actually a sea level thing because sea level controls the number of continents while also controlling the total amount of land on the map.

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.
Kataoka Dec 7, 2023 @ 11:07am 
I like playing with numerous continents but it seems like lake settings don't work properly on it. I set lakes to very low and have extras off, yet I still have continents that are 1/3 lake. Love this mod, just wondering if theres anything to do about this. Unless sea level affects lakes in which case that kinda messes up adjusting the number of continents.
Scrum Lord  [author] Dec 5, 2023 @ 2:57am 
@CBreinholt those wonders are impassable iirc so if your map has a lot of narrow water channels then circumnavigation or connected seas might lower your chances of seeing those wonders. Try adding more open seas to the map or setting circumnavigation to None or turning off connected seas.
CBreinholt Dec 4, 2023 @ 11:46pm 
I cannot get this script to spawn the Galapagos Islands natural wonder. I've messed with all the available wonder settings in the advanced game setup screen, and have generated more than enough maps that have multiple locations that it should be able to spawn. Not sure why it won't work. It's the same thing with the Great Barrier Reef wonder too. I have only two mods enabled, this one and Terra Mirabilis.
H.Humpel Nov 23, 2023 @ 12:58pm 
Hi Scrum Lord,
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.
DatOneMinuteman Nov 14, 2023 @ 8:45am 
Found out about this mod from PotatoMcWhiskey and i love it.
Scrum Lord  [author] Nov 5, 2023 @ 1:21pm 
@Vingaard You're welcome!
Vingaard Nov 4, 2023 @ 5:07am 
Worked like a charm.
Thank you for your help and for a great mod!