Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Got Lakes (Various Worlds) Map Script
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1.202 MB
Apr 30, 2017 @ 1:27pm
Jun 12, 2024 @ 7:19pm
59 Change Notes ( view )

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Got Lakes (Various Worlds) Map Script

Description
Tired of playing the same old maps? Quench your thirst for exploration with the endless possibilities of this map script! Choose from 24 landmasses and dozens of other options, or go completely random and surprise yourself with millions of possible combinations!

Map Options
Got Lakes has over 70 map options! See the tutorial, landmass guide, or the Civfanatics page[forums.civfanatics.com] for more details.

Other Features
  • Custom start positioner with improved handling of start biases
    • If you have YnAMP then you must set Start Position Link to "Random" in order to use Got Lakes' custom start positioner.
  • Various map-utility fixes to improve mountains, seas, lakes, rivers, coasts, cliffs, terrain, features, natural wonders, coastal lowlands, and placement of major civ starting positions.
  • Ensures that all land is reachable to settlers despite thick mountain ranges, cliffs, sheets of ice, and impassable natural wonders
  • Capable of enforcing naval circumnavigation

See Got Lakes versus Base Game for more info.

Compatibility
Got Lakes is caught up to the following Civ VI patch: Aug 29, 2023 (Aug 2023 Update)

FULLY compatible with the following:
PARTIALLY compatible with the following:
  • Civ6 Plus: Harmony in Diversity (up to 1.3.9 from Jan 1, 2024): supports gameplay overrides (including plot yields), swamps, resource-gen improvements, and goody hut improvements; other map-gen overrides will have no effect.
  • Customization VI: everything works except for the "Min Distance between" sliders which Got Lakes ignores.
  • Nere's Inland Flooding and Climate Change: provides balance adjustments to things like flood barrier costs and CO2; Got Lakes has its own override for placement of coastal lowlands.
  • Teams Together Strong: allows teammates to start near each other in MP games; Got Lakes has its own start bias improvements so I recommend using TTS for team MP games only; also, TTS might not be compatible with Free City States (Revived).
  • YnAMP's Culturally Linked / Relative Distance Starts: these will override Got Lakes' custom start positioner unless you set Start Position Link to Random.

NOT compatible with the following:
  • Better Balanced Maps/Starts: has no effect on the custom start positioner
  • CanalsOnHills: prevents Got Lakes from generating hills.
  • Custom natural wonders that don't meet the above-mentioned criteria: without explicit support from Got Lakes, you will never see these wonders on your maps.
  • Origin - Real Start Locations: has no effect; Got Lakes already has its own start bias improvements
  • YD's Better Civil Engineering: prevents Got Lakes from generating hills.

Known Issues / Limitations
  • If you think you've found a bug, let me know and I'll see if I can fix it in the next version of Got Lakes!

Acknowledgements
See Change Notes.

Handy Links
Tutorial:
https://steamcommunity.com/workshop/filedetails/discussion/916614621/2828702373001389609/

Civfanatics page:
https://forums.civfanatics.com/resources/got-lakes-map-script.26512/

A German translation by ASM590319 can be found here:
Deutsche Übersetzung für Civilization VI Mods

Support
If you enjoy this mod and would like to buy me a coffee:
[www.buymeacoffee.com]

You can also buy me a Tea with Ko-Fi![ko-fi.com]
Popular Discussions View All (15)
6
Sep 23, 2024 @ 8:49am
Some help for a Terra map?
Kenraali
7
Apr 13, 2023 @ 7:12am
Issue with too much Ocean
STuRoK
10
Oct 17, 2021 @ 5:00am
Reefs Not Spawning + Their Respective Luxury Resources
ravenhawk
787 Comments
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