Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Got Lakes (Various Worlds) Map Script
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File Size
Posted
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1.202 MB
30 Apr, 2017 @ 1:27pm
12 Jun, 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://steamhost.cn/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
23 Sep, 2024 @ 8:49am
Some help for a Terra map?
Kenraali #BringBackQP
7
13 Apr, 2023 @ 7:12am
Issue with too much Ocean
STuRoK
10
17 Oct, 2021 @ 5:00am
Reefs Not Spawning + Their Respective Luxury Resources
ravenhawk
791 Comments
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!