Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
 This topic has been pinned, so it's probably important
Scrum Lord  [developer] Oct 15, 2021 @ 2:35am
Got Lakes versus Sukritact's Oceans
Intro

Some notes on how Got Lakes works with the Sukritact's Oceans (SO) game mode.

This reference is for Got Lakes v33.0 and higher.


Compatibility

Got Lakes initially added compatibility with the Aug 15, 2021 version of SO and is also compatible with the Jul 2, 2022 version of SO.


Overrides by Got Lakes

Got Lakes has its own kelp forest generator which overrides that of SO. However, this generator only adds kelp forest if SO is enabled because Got Lakes depends on SO for the existence of kelp forests in the Civ database.

Additions:
  • Added a Kelp Forest Level option to control the quantity of kelp forests; defaults to Same as Rainfall which matches SO's behavior.
  • Added a Kelp Forests option to control whether kelp forests are disabled (None), placed according to SO's rules (Standard), or allowed to spawn in shallow water that is not adjacent to land (Kelp Creep).

Adjustments:
  • Generates kelp forests with a latitude-interpolated fractal layer instead of SO's triple-convolution algorithm. This allows Got Lakes to create gradual transitions of kelp forests across various types of latitude bands. This also allows Got Lakes to control kelp forests with other options such as Temperature, Tundra Level, Climate Granularity, Climate, Sunlight, and Icy Poles. The kelp forest fractal layer is calibrated to produce roughly the same quanitity of kelp forests at standard settings as SO.


Map Script Overrides by SO

SO spawns additional sea resources after the Got Lakes map script has completed.
Last edited by Scrum Lord; Apr 10, 2023 @ 7:27pm