Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
732 σχόλια
Scrum Lord  [Δημιουργός] 15 Ιουν, 17:42 
You're welcome, @Noodle! This mod has no pre-made maps, but you can find suggestions for settings at the end of the tutorial in the Discussions tab.
Noodle 15 Ιουν, 15:26 
amazing and fast response. Thank you :D

last thing, does your mod have any pre-made maps like the base game does?
Scrum Lord  [Δημιουργός] 15 Ιουν, 13:32 
@Noodle Yes, there are a few places where you can edit GotLakes.lua. At line 521 (assuming version 37.1) you'll find a variable called ASP_MIN_DISTANCE_BETWEEN_MAJOR_CIVS which is set to 4 by default. Below that you will also find ASP_MIN_DISTANCE_BETWEEN_MINOR_CIVS (default 4), ASP_SAFE_DISTANCE_BETWEEN_TWO_MAJOR_CIVS (default 8), and ASP_IDEAL_DISTANCE_BETWEEN_TWO_MAJOR_CIVS (default 12). See code comments nearby for more details.

Btw, Got Lakes already has a bias towards starting civs at/near the center of their starting area, so the script already has an incentive to space out civs in a way that scales with map size. That said, this bias competes with other biases such as civ-specific start bias and a general preference for fertile land and fresh water, so it's a balancing act, and the defaults are tuned for flexibility to support highly random maps.

Hope this helps!
Noodle 15 Ιουν, 12:11 
Customization VI: everything works except for the "Min Distance between" sliders which Got Lakes ignores.

does your mod allow this somehow instead? or are there any files i can edit to make the cities start further apart?.

I like to use bigger maps and want more room for all the civs to expand as i increase the minimum distance between founding cities from 3 to 5.
Scrum Lord  [Δημιουργός] 14 Ιουν, 7:49 
You're welcome, @Darklord :)
Darklord 14 Ιουν, 4:48 
Thanks for adding Savannah! Was just coming here to ask about it. :)
Scrum Lord  [Δημιουργός] 12 Ιουν, 19:41 
@vernontan @Rocinante Done, and thanks for bringing that mod to my attention!

@Autoclave_H2O the latest version of GL now has a fix for your issue with Dead Sea and Lake Retbah. HOWEVER, since the fix is a bit of a compromise to the accuracy of the map script's resource and start placement, you'll have to "opt-in" to this fix by editing GotLakes.lua to set RECALC_AREAS_AFTER_NATURAL_WONDERS to false instead of true. Hope this helps!
Scrum Lord  [Δημιουργός] 10 Ιουν, 16:21 
@vernontan @Rocinante I probably can but I'll have to take a look.
Rocinante 10 Ιουν, 15:08 
+1 for Savannah support
vernontan 10 Ιουν, 8:25 
@Scrum Lord could you add support for Savannah
Darklord 6 Ιουν, 1:53 
@Scrum Lord, yeah it was set to loads of all three of those. Plus I have extra Ley Lines from another mod, which may have interfered with placement? Confirmed there is just the one Natural Wonder. Oh well I spawned right next to it at least. :p
Scrum Lord  [Δημιουργός] 4 Ιουν, 20:41 
@Autoclave_H2O I have diagnosed your issue with Dead Sea and Lake Retba. Got Lakes uses the game's Area Builder utility to recalculate areas after generating natural wonders, but this utility has an unfortunate side-effect of turning salty NW lakes into "fresh lakes". I modified my copy of the base game's XP2 version of Pangea.lua script to call AreaBuilder.Recalculate() after generating natural wonders, and was able to reproduce this bug using the base game's Pangea map type.

However, modifying Got Lakes to *not* call AreaBuilder.Recalculate() after generating natural wonders might cause other bugs such as incorrectly-placed resources or start positions. I'm still deciding how/whether to fix this.
Scrum Lord  [Δημιουργός] 4 Ιουν, 20:30 
@Darklord Did your map have a lot of jungle, forest, or marsh by any chance? Those features in abundance can limit the number of valid locations for natural wonder spawns. Lots of desert and snow can do something similar, depending on which wonders you have included/excluded.
Darklord 4 Ιουν, 7:38 
I'm playing a map currently made with this script. For some reason there's only 1 natural wonder spawned in the whole world as far I can see! It's a small map, and I selected 8 exactly.

This is the first time I've seen this oddity.
Autoclave_H2O 3 Ιουν, 21:35 
Just to clarify, I don't think Got Lakes' salt/fresh water/housing issue with the Dead Sea and Lake Retba is limited to a Duel size map or a Pangaea type map. I only used that map size and type to speed up testing to see if the bug was reproducible. I initially encountered the issue using Got Lakes on a Huge map size and settings other than Pangaea.
Scrum Lord  [Δημιουργός] 3 Ιουν, 20:31 
@Autoclave_H2O Thanks for the info. I was able to reproduce the bug, but I haven't diagnosed the issue yet.
Autoclave_H2O 3 Ιουν, 17:05 
Further testing on Bug in V37.0: When settling next to the wonders, I avoided the tiles that were adjacent to known direct water sources (rivers, freshwater lakes, oasis).

Testing with GS rules on Civ 6's Pangaea and settling adjacent to the wonder triggers the Sailing eureka. With GS rules on Got Lakes Pangaea settling adjacent to the wonder does NOT trigger the Sailing eureka.

The Got Lakes map script seems to be using the base game and Rise and Fall behaviors for the wonders. The capital had 6 housing when using Got Lakes. The capital only had 4 housing when using the game's built-in maps.

The Gathering Storm expansion flipped the tile underlying the Dead Sea and Lake Retba natural wonders from lake to coastal. See the Trivia section of https://civilization.fandom.com/wiki/Dead_Sea_(Civ6) and https://civilization.fandom.com/wiki/Lake_Retba_(Civ6) for details.

If you need further data (settings, map & game seeds, screenshots), let me know.
Scrum Lord  [Δημιουργός] 3 Ιουν, 5:06 
@Autoclave_H2O Are you sure that it was the wonder providing fresh water and not an adjacent river? Got Lakes has no effect on game-play mechanics like whether or not wonders count as fresh water. However, GL does allow certain types of rivers to flow into lakes.
Autoclave_H2O 3 Ιουν, 3:23 
Further data on Bug in V37.0: The Dead Sea and Lake Retba natural wonders are providing fresh water (game mechanic) using the Gathering Storm rule set. The text still states they do not provide fresh water.

Verified with all official DLC with only Enhanced Mod Manager and Got Lakes mods enabled on a Duel map with only the Dead Sea and Lake Retba natural wonders allowed. When selecting a map (Pangea) that comes with the game (NOT the Got Lakes map script), the Settler lens shows both as providing the coastal (salt water) housing bonus (+1 housing), NOT providing the fresh water housing bonus. Settling the capital next to the natural wonder on Prince difficulty shows 4 housing available to the capital city immediately after settling.
Autoclave_H2O 3 Ιουν, 3:21 
Bug in V37.0: The Dead Sea and Lake Retba natural wonders are providing fresh water (game mechanic) using the Gathering Storm rule set. The text still states they do not provide fresh water.

Tested with all official DLC after disabling all other mods except for Enhanced Mod Manager and Got Lakes on a Duel map with only the Dead Sea and Lake Retba natural wonders allowed. When selecting the Got Lakes map script (Pangea landmass), the Settler lens shows both providing the fresh water housing bonus (+3 housing). Settling the capital next to the natural wonder on Prince difficulty shows 6 housing available to the capital city immediately after settling.
Scrum Lord  [Δημιουργός] 26 Μαϊ, 13:09 
Also note that PerfectWorld6 hasn't been updated since 2019.
Scrum Lord  [Δημιουργός] 26 Μαϊ, 13:06 
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 26 Μαϊ, 8:07 
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  [Δημιουργός] 26 Μαϊ, 6:59 
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  [Δημιουργός] 26 Μαϊ, 6:59 
@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 26 Μαϊ, 4:36 
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 20 Μαϊ, 12:38 
I did, but it seems that I get the best results by ticking the box "no additional lakes".
Scrum Lord  [Δημιουργός] 20 Μαϊ, 11:57 
@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 20 Μαϊ, 7:45 
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  [Δημιουργός] 19 Μαϊ, 19:56 
@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 19 Μαϊ, 4:42 
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  [Δημιουργός] 13 Μαϊ, 23:40 
@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 12 Μαϊ, 23:38 
Is there a way to get a lot of floodplains and in particular desert floodplains?
Scrum Lord  [Δημιουργός] 10 Μαϊ, 18:57 
@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 9 Μαϊ, 3:15 
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  [Δημιουργός] 24 Απρ, 10:05 
@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 23 Απρ, 20:54 
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  [Δημιουργός] 12 Απρ, 13:40 
@apasquini the bottom entry is the most recent. Also note that saving / restarting the game sometimes clears the log.
apasquini 12 Απρ, 12:34 
@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  [Δημιουργός] 11 Απρ, 18:42 
@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  [Δημιουργός] 11 Απρ, 18:36 
@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 11 Απρ, 8:44 
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  [Δημιουργός] 3 Απρ, 18:46 
@shiv Hmm, it's possible, I think, though not trivial. I'd have to experiment with that mod to know for sure.
shiv 3 Απρ, 14:47 
Any chance you’ll add compatibility for the great river terrain type added by the Real Rivers for Random Maps mod?
Scrum Lord  [Δημιουργός] 28 Μαρ, 18:10 
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 28 Μαρ, 13:56 
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 17 Φεβ, 11:54 
No worries and thank you for the advice; I'm going to try it now. @Scrum Lord
Scrum Lord  [Δημιουργός] 15 Φεβ, 15:34 
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 15 Φεβ, 12:23 
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?