Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
791 Comments
Scrum Lord  [author] May 25 @ 12:25pm 
You're welcome, @javier.clemente.pena! Thanks for the feedback and I'm glad you had a good game!
javier.clemente.pena May 25 @ 6:41am 
@Scrum Lord Thank you for answering! I tried the continents landmass with very low sea level (7 continents) and worked great, only 7 civs but is was a very good game. I will try the settings you suggested too.
Scrum Lord  [author] May 22 @ 8:17pm 
@javier.clementa.pena Hello! I recommend the Large Islands landmass with the Isolated Coasts checkbox enabled.

Large Islands is the only landmass that can reliably create enough "continents" for 10-12 players, and by default has each player starts on their own island. You might have to lower sea level if you're not getting enough main islands, but IIRC the standard sea level should be sufficient.

With Isolated Coasts enabled, each island will be separated from other islands by deep ocean. Large Islands is special in that this option isolates each main island not only from the extras but from the other main islands as well.

For the Extras option, Sprinkles or Tectonic might be a good fit for some scattered tiny islands. Mini Donuts might be fun too for a change of scenery. "Everything" might get overwhelming, so if you can't make up your mind then maybe try Random Moderate.

Hope that helps!
javier.clemente.pena May 22 @ 5:40am 
Hi, I’d like to ask about creating a map for 10–12 players with several continents, each separated by ocean tiles so players can’t easily reach each other early. The idea is that each player starts on a different continent and only meets others as they explore. Some scattered islands would be nice too.

After reading the tutorial and comments, I see two main options:

Use the Continents landmass with very low sea level (7 continents), ensuring separation by forcing circumnavigation and limiting coastal sprawl.

Use Archipelago with island landmasses, applying similar tweaks.

The issue is that option 1 only supports up to 7 players if each is to start on their own continent. Option 2 allows more players but lacks large, true continents—just small islands, which may be too cramped.

Can you help with settings to create the map I have in mind? Maybe I’m missing a better solution.
Maigrey May 10 @ 2:53am 
Governors Diversity (Harmony in Diversity) seems to work in our first partial run-thru (CIV6). I'm guessing everyone is jumping to Civ7 now so there won't be any more mods for Civ6.
Scrum Lord  [author] Apr 26 @ 8:39am 
@Verily if you're playing multiplayer then make sure that all players have the exact same version of Got Lakes as well as any other mods that you are using.
Verily Apr 25 @ 2:22pm 
got desync. from rivers in between coast and land, civs spawning literally on top of each other, and spawning in the snow on an island; this mod has caused me no end of problems just trying to get it to work. The options might be better, but if they don't work and cause massive problems when they do, it doesn't matter.
Scrum Lord  [author] Mar 2 @ 7:12am 
Update: I now also have a kofi page!
https://ko-fi.com/scrumlord
Scrum Lord  [author] Feb 15 @ 8:27am 
@MAR I don't have Patreon or Kofi but I do have Buy Me a Coffee in the mod description :)
https://buymeacoffee.com/scrumlord
MAR Feb 15 @ 6:49am 
@scrumlord That would be amazing! Your mod the best map mod out there for Civ6. If you have a patreon or a kofi please link it!
Scrum Lord  [author] Feb 15 @ 5:52am 
@Soothsayer98 I might do something like that for Civ7. I appreciate your detailed feedback!
Soothsayer98 Feb 14 @ 10:14pm 
Do you plan to add the "Continents and Islands" preset to the settings? Trying to meddle with the other options always spawns too many or barely any at all.

"Island Plates" isn't it. "Small Continents" isn't it. "Large Islands" isn't it. And the options that messes with sea level or adds extras don't do what I want.

The mod is really good otherwise, 9.8/10, it's one of the first I installed when I started playing the game about 3 to 4 years ago.
Scrum Lord  [author] Feb 13 @ 6:00am 
@MAR I absolutely do have plans to make map scripts for Civ 7 :steamhappy: but you'll have to be patient because I just learned a few days ago that the devs changed the scripting language from Lua to Js/Ts. I'm hoping to have something out by, I dunno, maybe this summer :)
MAR Feb 12 @ 7:41pm 
Any plans to get involved in making map scripts for Civ 7? They could... really use your help lol
Scrum Lord  [author] Feb 11 @ 6:52pm 
@Kakutani's Fixed Point Try using these settings:
- Sea Level: High but NOT Very High if you might have extra islands
- Mountain Level: Very High
- Mountain Clumps: Full (sounds like you knew this one already)

Explanation: Very High Mountain Level adds mountain filling by turning water into mountains. Before this happens however, High Sea Level turns any land in the filling into shallow water. That way, the entire filling is water when Very High Mountain Level turns water into mountains.
Kakutani's Fixed Point Feb 11 @ 4:31pm 
What settings are required to get a donut with all mountains in the middle? I keep getting one with volcanoes and paths, even when I try a high mountain level and normal mountain clumps.
Scrum Lord  [author] Dec 16, 2024 @ 4:56pm 
@flamebthrowmer I just started a GL game with Sukritact's Oson (Akan) and saw no issues. I do not expect custom civs to have any issues with this map script, since custom civs and map scripts tend to have little if any overlap in their customization of the game.
flamebthrowmer Dec 15, 2024 @ 2:08pm 
Does this mod struggle with custom civs? I've tried it with Sukri's and Merrick's custom civs but always had crashes.
IkeFanboy64 Dec 11, 2024 @ 9:26pm 
Ah, okay. I'll keep that in mind
Scrum Lord  [author] Nov 29, 2024 @ 4:55am 
@IkeFanboy64 Nope, I'm afraid not.
IkeFanboy64 Nov 26, 2024 @ 10:09pm 
Is there a way to prevent Oases generate on the coast?
Scrum Lord  [author] Nov 19, 2024 @ 5:53am 
@rumia Regarding your second post, the Separate Areas setting is not about distance, but separating civs with water and/or mountains. This is intended to place each civ on its own island, but if the map doesn't have enough islands then the map script will look for isolated peninsulas instead, hence your peninsula start.

I recommend reading the tutorial which explains how all of the options work:
https://steamcommunity.com/workshop/filedetails/discussion/916614621/2828702373001389609/
Scrum Lord  [author] Nov 19, 2024 @ 5:50am 
@rumia What you described is definitely not what I would expect with default settings on a continents map with the standard number of players.

I would have to see your Lua.log or at least have more details about your map settings to know for sure, but assuming you forced a Continents landmass with land starts set to Standard: it sounds like you managed to either over-provision your map with an unusual number of players or you specified a map with so little land that there wasn't enough room for city states.

Both of the above guesses seem unlikely though, which makes me wonder: did you actually force the landmass shuffle to choose Continents while keeping Land Starts at Landmass Based or Standard, or did you inadvertently roll a pangea map and/or set Land Starts to Largest Area? Asking because a pangea or a continents with Largest Area is much more likely to give you the outcome that you described.
rumia Nov 18, 2024 @ 6:04pm 
I just tried a 3rd game with the "seperate areas" spawn setting and... Bruh. https://steamcommunity.com/sharedfiles/filedetails/?id=3368367584
rumia Nov 18, 2024 @ 5:48pm 
I don't know why, but standard start positioning with this mod seems to actually mean "every single civs spawns right next to me", because there's no reason on a standard-sized continents map that I should be meeting 5 different civs in the span of the first 25 turns, and for every single settling location for my 2nd city to have loyalty problems on prince difficulty. I couldn't even find a single city-state.
Scrum Lord  [author] Nov 16, 2024 @ 2:38am 
@Drunk Driving Dereck You could also try adding the mod CB Wetlands which is compatible with Got Lakes. That one allows floodplains on tundra, in case you're playing a colder climate.
Scrum Lord  [author] Nov 16, 2024 @ 2:35am 
@Drunk Driving Dereck There is no setting to control floodplains because the base game places floodplains in a way that is not adjustable. So yeah, your best bet is to increase rivers.
Mudcrab Bula Nov 15, 2024 @ 9:37pm 
Which setting determines the amount of floodplains a map will have? Biome only mentions marsh, and since they can spawn on grassland, plains, and desert I don't think the mix would affect it? So is the only way to increase them by increasing the amount of rivers?
Scrum Lord  [author] Oct 6, 2024 @ 11:15am 
@Kir Yes there is!

Try setting the following options:
- Continents Landmasses: None
- Islands Landmasses: None
- Lakes Landmasses: Inverted Extras
- Pangea Landmasses: None
- Extras: None
- Coastal Lowlands: None
- [x] No Additional Lakes
Kir_-_ Oct 6, 2024 @ 3:25am 
Is there a way to generate a map with no water tiles whatsoever?
Scrum Lord  [author] Oct 5, 2024 @ 2:52am 
@Vulture also set Extras to None. You might be just getting a lot of tiny extra islands.
Vulture Oct 4, 2024 @ 4:36pm 
They are set to none. I also set pretty much everything to "base game". Still end up with half the land being 1-2 tiles wide
Scrum Lord  [author] Oct 3, 2024 @ 1:19pm 
@Vulture make sure that the other landmass options are set to None, like this:
- Continents Landmasses: Continents
- Islands Landmasses: None
- Lakes Landmasses: None
- Pangea Landmasses: None
Vulture Oct 3, 2024 @ 8:04am 
Can't seem to make it do normal continents. No matter what I seem to pick, it's "snakey".
Scrum Lord  [author] Sep 4, 2024 @ 6:11am 
@DudeChris33 Set the Rivers option to Simple (Base Game).
DudeChris33 Sep 3, 2024 @ 7:54pm 
how do I make the rivers not super ugly
Scrum Lord  [author] Sep 1, 2024 @ 8:19am 
@Nizou Not compatible due to conflicting improvements to starting locations.
Nizou Aug 31, 2024 @ 3:37pm 
Compatible with Better Balanced Maps ?
Scrum Lord  [author] Aug 16, 2024 @ 4:45pm 
@化作千风 Thanks! I'm afraid there is currently no way to make that mod and Got Lakes compatible with each other.
化作千风 Aug 16, 2024 @ 3:19am 
Thank you :D,:steamhappy:amazing mods.and can this mod compatible with 'real river' in futrue?
Scrum Lord  [author] Aug 11, 2024 @ 2:30pm 
@ThePolishFury You can't mesh two landmasses but you can use the Extras option to add extra islands to a Pangea landmass.
ThePolishFury Aug 11, 2024 @ 11:50am 
probably a silly question, but is there a way to mesh two landmass options together? such as pangea and island plates for instance, so there is the main continent along with a plethora of worth while islands?
StephenBrisAU Jul 30, 2024 @ 7:40pm 
Thanks for the heads-up Obb ... I'll give it another try in the future.
Obb Jul 30, 2024 @ 11:39am 
Another solution could be trying one of the several mods regarding nerfing / customizing barbarians. ( Customization VI for example, adds a really practical setting for them. Other mods change various parameters. )
Scrum Lord  [author] Jul 30, 2024 @ 11:27am 
@StephenBrisAU If I may make one last suggestion, regarding the barbs: have you tried turning them off and replacing them with animals using the Wildlife mod? I've found that to be a nice alternative to the base game's barbs. Not sure if that would make it too easy for you though.
StephenBrisAU Jul 30, 2024 @ 5:20am 
I have tried to play a few times now with different settings on my usual difficulty, and the level of barbs (frequency of camps, no. of spawned barbs per camp) is beyond deity in my opinion. To the point where it's just not fun. I *could* drop down a level, but then I think the AI will be too easy to beat. It's a real shame, as I was enjoying the mod, but unfortunately I'm going to have to drop it. Thanks for your answers Scrum Lord, much appreciated.
StephenBrisAU Jul 26, 2024 @ 5:47pm 
Thank you once again Scrum Lord, really appreciate the tips to get the mod working; it's definitely going to be worth while, just takes some tweaking! *thumbs up*
Scrum Lord  [author] Jul 26, 2024 @ 8:03am 
@StephenBrisAU That can happen if you set the Land Starts option to Largest Area, which forces all major civs that start on land to start on the largest land area / continent. There might not have been any room on the largest continent for minor civs after placing the major civs, which would explain why all of the city states were on another continent.

This can also happen if what you actually got was a regular Pangea instead of a continents landmass. Pangea defaults to placing all major land civs on the largest area.
StephenBrisAU Jul 26, 2024 @ 1:24am 
I have another question if that's OK. It's taken me about 15-20 iterations of the settings to get what looked like a usable map that I like (large continents, low ocean). When I played the game out, all the civs were on one continent, and all the city states on the other. Is this the deal with Got Lakes? You play the hand you're dealt, or am I missing something. Thank you.

https://preview.redd.it/help-with-the-got-lakes-mod-v0-f7d6h8czoted1.png?width=2876&format=png&auto=webp&s=fd99db23289bb66ec53fb280a1b885365f4db099
Scrum Lord  [author] Jul 25, 2024 @ 7:48am 
You're welcome, @Drac! I appreciate your feedback.