Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
804 Comments
jtdice 21 Sep @ 10:00am 
Darn. Strongly recommend adding feature at some point then!
Scrum Lord  [author] 20 Sep @ 5:39pm 
Thanks, @jtdice, I appreciate that!

Got Lakes doesn't have a "start near wonder" option, so that might be from another mod and is probably not compatible with Got Lakes.
jtdice 20 Sep @ 8:37am 
Love the mod, so many options! I am seeing an odd behavior that even though I've flipped on 'Start near wonder', through 10+ re-generate map, never start near a wonder. Known setting that need to toggle in Got Lakes?
Scrum Lord  [author] 17 Sep @ 2:15pm 
@Roided Caillou This mod does not override city state selection, but how the city states that you selected are placed on the map.

To answer your 2nd question: yes, if you select only one city state instead of the default associated with the map size then you will have only one city state on your map.
Roided Caillou 16 Sep @ 2:15pm 
Does the city state selection and random setting not work properly or am i reading it wrong? it reads as if you select the city states you want and than it will randomly fill in the empty slots, but if i only select one city state i only end up with one in the game?
Envolve 25 Aug @ 4:27pm 
oh gotcha. well thank you!
Scrum Lord  [author] 24 Aug @ 5:26pm 
@Envolve No worries! I'm glad that the mod is now working for you. I'm afraid that vanilla cliffs are not possible with Got Lakes, but you can get vanilla mountain generation by setting the Mountains option to Tectonic Plates. You cannot directly control the amount of Floodplains (because the game never exposed a way to do that as far as I know), but you can try increasing River Level instead. Hope that helps!
Envolve 24 Aug @ 12:42am 
@Scrum Lord I have now, and I apologize for the lack of foresight. Another question: how do i get vanilla cliffs and mountain generation (cliffs where hilly terrain is by coast), while also increasing the amount of floodplains in the map? I have read your tutorial and am starting my preliminary testing right now.
Scrum Lord  [author] 21 Aug @ 11:33pm 
@Envolve Did you set the map type to Got Lakes?
Envolve 21 Aug @ 6:04pm 
I have the mod installed, and would love to play this, however the world customization options are NOT appearing on my game. Am I just stupid or is it a mod conflict? I checked and dont seem to have mods conflicting.
GenkiJason 15 Jul @ 3:33pm 
Thanks so much for your thoughtful response, @Scrum Lord

It'd be amazing to get new options regarding biomes...like fully desert or tundra worlds, for example. It's nice to hear you are thinking about it, even if it would be a long way from actual development. Cheers, my friend.
Scrum Lord  [author] 15 Jul @ 2:34pm 
Hi @GenkiJason! Great question, I might do this someday, but I'll have to figure out how to get around Civ 7's advanced options being Next/Back arrows instead of dropdowns. Could you imagine trying to click those arrows for 70 different map options? Lol :steamfacepalm:

For Civ 7 I might take a different approach where I publish a collection of more specialized map mods and map scripts with some common features instead of one big kitchen-sink map script. Right now I'm still in the idea phase and prioritizing other areas of my life but I would love to contribute something to Civ 7 eventually. Especially if things get map-focused like they did with Gathering Storm.
GenkiJason 14 Jul @ 2:16pm 
Hi, @Scrum Lord. Are you planning to make a similar mod for Civ 7? Thanks!
Scrum Lord  [author] 25 May @ 12:25pm 
You're welcome, @javier.clemente.pena! Thanks for the feedback and I'm glad you had a good game!
javier.clemente.pena 25 May @ 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] 22 May @ 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 22 May @ 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 10 May @ 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] 26 Apr @ 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 25 Apr @ 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] 2 Mar @ 7:12am 
Update: I now also have a kofi page!
https://ko-fi.com/scrumlord
Scrum Lord  [author] 15 Feb @ 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 15 Feb @ 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] 15 Feb @ 5:52am 
@Soothsayer98 I might do something like that for Civ7. I appreciate your detailed feedback!
Soothsayer98 14 Feb @ 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] 13 Feb @ 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 12 Feb @ 7:41pm 
Any plans to get involved in making map scripts for Civ 7? They could... really use your help lol
Scrum Lord  [author] 11 Feb @ 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 11 Feb @ 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] 16 Dec, 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 15 Dec, 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 11 Dec, 2024 @ 9:26pm 
Ah, okay. I'll keep that in mind
Scrum Lord  [author] 29 Nov, 2024 @ 4:55am 
@IkeFanboy64 Nope, I'm afraid not.
IkeFanboy64 26 Nov, 2024 @ 10:09pm 
Is there a way to prevent Oases generate on the coast?
Scrum Lord  [author] 19 Nov, 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://gtm.steamproxy.vip/workshop/filedetails/discussion/916614621/2828702373001389609/
Scrum Lord  [author] 19 Nov, 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 18 Nov, 2024 @ 6:04pm 
I just tried a 3rd game with the "seperate areas" spawn setting and... Bruh. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3368367584
rumia 18 Nov, 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] 16 Nov, 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] 16 Nov, 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 15 Nov, 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] 6 Oct, 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_-_ 6 Oct, 2024 @ 3:25am 
Is there a way to generate a map with no water tiles whatsoever?
Scrum Lord  [author] 5 Oct, 2024 @ 2:52am 
@Vulture also set Extras to None. You might be just getting a lot of tiny extra islands.
Vulture 4 Oct, 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] 3 Oct, 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 3 Oct, 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] 4 Sep, 2024 @ 6:11am 
@DudeChris33 Set the Rivers option to Simple (Base Game).
DudeChris33 3 Sep, 2024 @ 7:54pm 
how do I make the rivers not super ugly
Scrum Lord  [author] 1 Sep, 2024 @ 8:19am 
@Nizou Not compatible due to conflicting improvements to starting locations.