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The Landmass options are probably the biggest source of confusion, but they offer incredible flexibility once you understand how they work. They also have the greatest impact on map generation--landmasses decide where to place most of the land and water.
For each map that you create, Got Lakes chooses one landmass. Yet there are four landmass options--why multiple options? Because this allows you to control which families of landmasses Got Lakes chooses from.
The word "Shuffle" comes from the fact that landmasses do not combine with each other, but are instead added to a set and then randomly selected, like drawing a card from a shuffled deck.
Let's start with the default behavior, which sets every landmass shuffle option to All. This means that Got Lakes will choose from all landmasses. In other words, your map could be anything from an inland sea to continent-sized bagels to a maze-pangea to a vast ocean filled with islands.
Now suppose that you want a map that's a little less...random. Maybe you don't want to play a land-heavy map this time, because you just did that on Ludicrous size and you need a change of scenery. Perhaps you want a landmass that is mostly islands. Just set the following landmass options:
This tells Got Lakes to choose a landmass from either Archipelago, Clusters, Island Plates, Large Islands, Megacluster, or Mini Donuts. So now your map will be a randomly-selected islands landmass.
A few more examples:
Something vanilla:
The above tells Got Lakes to choose either Continents, Island Plates, Inland Sea, or Pangea for the landmass.
Something slightly different:
Something I can only get with Got Lakes...
Something Challenging!
Some tips on how to use various combos of options:
The most effective ways to adjust a Landmass:
Combos of landmass, extras, and mountains:
Other notable landmass combos:
Customizations allow you to modify various aspects of map generation. There are lots of possibilities here, and many of them are exclusive to Got Lakes. These options generally have a greater impact than the adjustments because they don't just tweak things--they swap out entire systems.
Mountains: style of mountain ranges.
Mountain Clumps: what to do with large clumps of mountains.
Rivers: style of rivers.
Extras: extra islands or lakes.
World Wrap: east-west wrap versus east-west borders.
Climate Wrap: controls the existence/orientation of poles and latitude bands.
Climate: whether the world is extremely hot, extremely cold, or somewhere in between.
Biome: the balance of trees, marsh/oases, and open fields.
Sunlight: determines whether the poles are both cold (Standard), one hot and one cold (Tilted Axis), or both hot (Two Suns).
Icy Poles: whether to crop-out the coldest regions of the map.
Adjustments are the knobs that offset or tweak a single aspect of the map such as Sea Level. Some of these options, such as Resources and Start Position, are similar if not identical to the options that you get with the base game's map scripts.
Land Starts: how to assign starting regions to civs that start on land.
Water Starts: how to assign starting regions to civs that start on water.
Minor Starts: how to assign starting regions to city-states.
Mountain Level: quantity of mountains.
Hill Level: quantity of hills.
Volcano Level: quantity of volcanos (GS only; has no effect on non-GS maps).
Geothermal Fissure Level: quantity of geothermal fissures (GS only; has no effect on non-GS maps).
Sea Level: water/land ratio. (*)
Lake Level: quantity of random fresh lakes.
River Level: quantity and length of rivers.
Circumnavigation: adjusts how/whether to enforce watery channels for sailing across or around the world.
Coastal Expansion: adjusts the balance of shallow water and deep ocean by controlling how far shallow water can extend away from land.
Coastal Lowlands: adjusts the placement of coastal lowlands for climate-induced coastal flooding (GS only; has no effect on non-GS maps).
Temperature: quantity of desert, snow, reefs, and ice. (*)
Desert Level: quantity of desert versus fertile terrain.
Tundra Level: quantity of tundra.
Rainfall: quantity of forests, jungles, and marsh. (*)
Kelp Forest Level: quantity of kelp forests.
Kelp Forests: where to allow kelp forests to spawn.
Climate Granularity: controls the clumpiness of terrain and feature regions.
Grass/Plains Mix: controls the balance between grasslands and plains.
Forest/Jungle Mix: controls the balance between forests and jungles.
Biodiversity: controls which terrain/feature combos are allowed on the map.
(*)Similar to the base game
Note that the Customizations and Landmass Shuffle have a much greater affect on the map. For example, the Mountains option (see Customizations) can greatly increase or decrease the quantity of mountains depending on what you choose. Adjustments merely serve to fine-tune the map to your liking. So if you're not sure what you want yet, then I suggest playing with the other types of options first.
These are simply additional switches to tweak the map script itself. They are all off by default.
Connected Lands: if enabled, connects all landmass lands into a sprawling pangea. For Lakes and Pangea landmasses, this also connects extra islands to the landmass.
Connected Seas: if enabled, randomly connects all salt-water seas into a single network of oceans.
Isolated Coasts: If enabled, prevents coastal expansion from connecting lands that are separated by ocean.
No Additional Lakes: prevents additional non-wonder fresh lakes from spawning after generating the landmass and extras.
No Coastal Ice: prevents all ice from spawning at plots that are adjacent to land or mountains.
No Coastal Mountains: replaces all coastal mountains with hills
No Desert: If enabled, prevents desert from appearing on the map by using other enabled terrains instead.
No Desert Forests: if enabled, overrides biodiversity to avoid placing forests on deserts, just like the base game. Has no effect if Biodiversity is High or lower.
No Desert Jungles: if enabled, overrides biodiversity to avoid placing jungles on deserts, just like the base game. Has no effect if Biodiversity is Standard or lower.
No Desert Oases: if enabled, overrides biodiversity to avoid placing oases on deserts. Has no effect if Biodiversity is Very Low.
No Floodplains: prevents any type of non-wonder floodplains from spawning.
No Forests: prevents non-wonder forests from spawning.
No Geothermal Fissures: prevents non-wonder geothermal fissures from spawning.
No Grass: If enabled, prevents grassland from appearing on the map by using other enabled terrains instead.
No Grassland Jungles: if enabled, replaces all grassland under jungles with plains, just like the base game.
No Hills: prevents non-wonder hills from spawning.
No Ice: removes all ice from the map. Recommended if you are allergic to ice :)
No Jungles: prevents non-wonder jungles from spawning.
No Marsh: prevents non-wonder marsh from spawning.
No Mountains: prevents non-wonder, non-volcano mountains from spawning.
No Plains: If enabled, prevents plains from appearing on the map by using other enabled terrains instead.
No Plains Marsh: if enabled, replaces all plains under marsh with grassland, just like the base game.
No Reefs: prevents all non-wonder reefs from spawning for Rise & Fall later maps.
No Rivers: prevents rivers from spawning.
No Snow: If enabled, prevents snow from appearing on the map by using other enabled terrains instead.
No Snow Forests: if enabled, overrides biodiversity to avoid placing forests on snow, just like the base game. Has no effect if Biodiversity is Standard or lower.
No Snow Oases: if enabled, overrides biodiversity to avoid placing oases on snow, just like the base game. Has no effect if Biodiversity is High or lower.
No Tundra: If enabled, prevents tundra from appearing on the map by using other enabled terrains instead.
No Tundra Forests: if enabled, overrides biodiversity to avoid placing forests on tundra. Has no effect if Biodiversity is Very Low.
No Volcanoes: prevents non-wonder volcanoes from spawning.
Scrambled Land Luxuries: spreads a wider variety of land luxuries around by ignoring the rules for where luxuries should go.
Thin Mountain Clump Edges: if enabled, then uses thinner walls of mountains (1-2 tiles thick instead of 2-4) when turning mountain clumps into mazes or hollowing them out completely.
Turn Seas Into Lakes: if enabled, replaces most if not all of the world's salt water with clusters of fresh lakes.
Finally, here are some fun examples of using all of the map options...
Something Familiar: as close to the base game as you can get
Something like Terra! (start all civs on the same continent in a continents map)
Something Friendly: a circumnavigable and extremely fertile land-heavy map!
Something Scary: an extremely cold, barren and rocky islands map
Something Rocky: a land-heavy mountain maze!
Something Round and Randomly Delicious!
Something Fun for Everyone! (a reasonably-balanced multiplayer map that caters to both inland and naval civs)
Castaways! (start each civ on a separate island in a pangea map)
Isolation (start each major civ on an island that is separated from other islands by ocean)
Absolutely Nothing!