Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
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Scrum Lord  [developer] 10 Jan, 2021 @ 12:27pm
Reference: Got Lakes Landmasses
Intro

This is an in-depth guide for Got Lakes which focuses on landmasses. Below you will find a quick explanation of what a landmass is and how they are grouped into Got Lakes map options, followed by lots of fun details on each landmass. Hopefully with this knowledge you will appreciate all twenty-four different ways that you can separate land from water with Got Lakes!

Curious about what these landmasses actually look like?
You can find pictures of landmass mini-maps in the Discussions section of the Got Lakes Civfanatics page[forums.civfanatics.com]. You can also find screenshots elsewhere on the page, such as the Overview and Updates sections.

Quick Intro to Fractals
This guide mentions fractals a lot and often describes them by their granularity. So here is a quick introduction to fractals so that landmass descriptions make more sense.

So, what is a fractal? For the purposes of map generation in Civilization games, a fractal is basically a way to create random but interesting shapes by assigning a height value to each tile on the map. It's sort-of like randomly dropping pebbles into a box until you've got a bunch of uneven piles inside, and then measuring how high the pebbles are at various locations in the box. You could then create islands by filling the bucket with water so that some but not all of the pebbles are submerged.

Fractal Granularity
The granularity of a fractal determines whether you've got one big shape or lots of little shapes. Here is a list of granularities as I describe them throughout this guide, and what they look like as land formations:
  • Very Low: 1-2 large continents (pangea)
  • Low: 2-3 large continents (continents)
  • Medium: a handful of small continents (small continents)
  • High: many islands (archipelago landmass / archipelago from Civ V)
  • Very High: lots of tiny islands (sprinkles extras / tiny islands from Civ V)


This guide is for Got Lakes v37.1.


What is a Landmass?

In Got Lakes, a landmass is a way of separating land from water. Essentially this is the underlying pattern that determines what the land and water will look like, whether it's islands, continents, a pangea, or a land-filled map with inland seas. This is similar to the concept of "map type" in the base game, except that some map types might be fixed or Earth-based, and others might control other aspects of the map such as mountains or terrain temperature. Got Lakes landmasses, however, generally focus on land-water patterns and nothing else.

Got Lakes also has an option called Extras which can add islands or lakes to the map. These extra islands/lakes are not landmasses themselves, but instead are added to the map in addition to the landmass--hence the term "extras". However, some landmasses have a special way of adding extras to the map; the Inverted Extras landmass, for example, adds lakes to the map instead of islands.

Now that we know what a landmass is, let's talk about how they are grouped into Got Lakes's map options before we dive into each landmass.


Landmass Options: Each Option is a Family

Got Lakes has twenty-four landmasses total, which are grouped into four "landmass family" options: Continents, Islands, Lakes, and Pangea. Three of the families--Continents, Islands, and Pangea--are groups of ocean-based maps with lands of a similar size, while the Lakes family contains landmasses that all have more land than water. With these families, you can filter the landmasses based on ocean-heavy versus land-heavy or island/continent size simply by selecting All for one family and None for the other three.

Next, we'll talk about landmass details. I'll go through them in family order, and mention some details for each family before diving into that family's landmasses.

Fun Facts:
  • Every family has at least one "base game" landmass such as Continents.
  • Every family has at least one "custom" landmass that I designed from scratch such as Noodles.
  • Some of these landmasses came from Civ V, but for some reason many of these were not included in the initial release of Civ VI...*cough* Archipelago *cough*
  • Some of the landmasses have easter eggs that you can unlock by setting certain options to just the right values...
  • ...Speaking of which, there is a hidden 25th landmass called "None" that you can only get by setting all landmass options to None.
Last edited by Scrum Lord; 12 Jun, 2024 @ 7:23pm
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Scrum Lord  [developer] 10 Jan, 2021 @ 12:28pm 
Continents Landmasses

Landmasses in this family all produce a few large pieces of land surrounded by ocean, just like the Continents map type. Not surprisingly, this is the most normal of the landmass families, with most members applying few if any overrides to how the base game generates land and water.

Family Facts:
  • Default Circumnavigation: Edges
  • Connected Lands, if enabled, will connect all continents into a sprawling pangea with snaky land bridges.


Bagels

This custom landmass relies heavily on randomly-placed shapes to create land. The base game offers nothing that is even remotely similar to this, unless you count 2-3 potatoes as continental breakfast :)

Divides the map into a grid of cells (typically 2 rows by 3 columns), and places a ring-shaped continent (bagel) into most but not all of the cells (usually all but one) such that each bagel is randomly placed within its cell. This allows for some randomness of location while avoiding excessive overlap between the bagels. Also, the empty cell creates a random ocean somwhere on the map.

Each bagel is roughly circular (hexagonal if too small to look circular) with a random size and a random thickness which both scale with map size.

To compensate for the empty cell and to add a bit of chaos, places an additional bagel that could be anywhere on the map. This bagel may be randomly sliced into a fraction of a bagel.

For detailed coastlines, uses a fractal layer to cut random bays into the bagels.

Effects of map aspect ratio on the bagel grid (custom map sizes and/or cropping the icy poles of a globe map can affect your map's aspect ratio):
  • 1:1 map: 2 rows, 2 columns
  • standard: 2 rows, 3 columns
  • 2:1 map: 2 rows, 4 columns, 3 empty cells
  • 3:1 map: 1 row, 3 columns
  • 4:1 map: 1 row, 4 columns

Effects of raising/lowering Sea Level:
  • Larger/Smaller bays
  • Smaller/Larger bagels

Effects of World Wrap:
  • Globe: bagels will avoid north and south map edges to improve chances of circumnavigation.
  • Region: bagels will avoid east and west map edges.

Landmass Facts:
  • Origin: Got Lakes for Civ V
  • Inspired by the Donut map type from Civ V.
  • The only non-fractal landmass in the Continents family.
  • Similar to the Mini Donuts landmass, but with fewer cells and larger "donuts".
  • If you start inland on a bagel, you might think that you're on a lakes map until you discover your starting bagel's outer coast. This is especially true when playing on larger map sizes.


Continents

Generates fractal-based continents, just like the base game:
1. Creates a low-granularity fractal to generate a few large pieces of land.
2. Builds ridges into the fractal to add details to coastlines.
3. Adds a central ocean to separate lands into east and west.
4. Repeats the above steps until the largest area is no more than 64% of total land; this ensures that there are always at least two large continents instead of a pangea.

Effects of raising/lowering Sea Level:
  • Smaller/Larger continents

Landmass Facts:
  • Origin: Civ VI
  • Got Lakes uses different parameters when creating the fractal to make the continents less...potato-shaped.
  • Got Lakes can scale the coastline ridges to custom map sizes (base game only scales to regular map sizes).


Fractal

Generates a simple low-granularity fractal.

For Civ VI, Firaxis added coastline ridges and different fractal parameters, but I decided to keep the Civ V version of Fractal instead.

Effects of raising/lowering Sea Level:
  • Smaller/Larger fractal land(s)

Landmass Facts:
  • Origin: Civ V


Noodles

Generates a low-granularity fractal with a filter that hollows-out the central part of each fractal blob, resulting in extra-snaky continents that tend to form rings.

Effects of raising/lowering Sea Level:
  • Smaller/Larger hollowed-out fractals
  • Uses a higher fractal granularity for Low and Very Low sea levels.

Effects of raising/lowering Lake Level:
  • Larger/Smaller central lakes, resulting in thinner/thicker fractal lands

Landmass Facts:
  • Origin: Got Lakes v24.0
  • This landmass, though ocean-heavy, tends to create many bays and inland seas that can be bridged with canals.


Numerous Continents

Generates a predictable number of continents by dividing the map into a grid of cells and placing each continent into its own cell. The cells are padded with ocean so that the continents remain separate.

The grid consists of 2 rows and 2-4 columns depending on sea level. Got Lakes then randomly chooses 3-7 cells (again, depending on sea level) for placing continents.

Extremely small maps such as Duel-maps with cropped poles may not have enough room to fit all continents, in which case Got Lakes will resize the grid to fit the maximum number of cells that fit on the map.

For each continent cell, Got Lakes generates a cell-sized fractal layer. The fractal's land may touch the some or all of the cell's edges, resulting in a rectangular shape. To avoid monotony, Got Lakes uses Lake Level to select a granularity ranging from very low to medium and then adds random land bridges if necessary to turn the cell's islands into a single continent. To make things even more interesting, Lake Level also controls land/water filtering so that fractal shapes can vary from normal round blobs to thin snakes.

Effects of raising/lowering Sea Level:
  • Fewer/More continents
  • Smaller/Larger fractal land(s)

Effects of raising/lowering Lake Level:
  • Larger/Smaller inland sea(s) (Very Low to Standard)
  • Higher/Lower fractal granularity (Standard to Very High)

Landmass Facts:
  • Origin: Got Lakes v36.0
  • The only non-pangea landmass that can reliably generate an exact number of lands.
  • Sea Level is magnified to more than twice its normal effect when applied to each continent's fractal. This compensates for adjusting the total number of continents on the map.
  • Extra islands, when added to this landmass, will not merge with any continents. This prevents extra islands from connecting the continents.
  • Connected Lands, if enabled, overrides this landmass' attempt at separating continents by stubbornly adding snaky land bridges until the land becomes a sprawling pangea.


Small Continents

Generates a simple medium-granularity fractal.

For Civ VI, Firaxis forced the largest continent to be less than a third of total land area, and then added a couple layers of islands. However, I decided to keep the more straightforward Civ V version of Small Continents instead.

Effects of raising/lowering Sea Level:
  • Smaller/Larger fractal land(s)

Landmass Facts:
  • Origin: Civ V
Last edited by Scrum Lord; 19 Feb, 2024 @ 6:28pm
Scrum Lord  [developer] 10 Jan, 2021 @ 12:28pm 
Islands Landmasses

This family is all about sprinkling islands over a vast ocean. Great for building naval empires!

Family Facts:
  • Default Circumnavigation: Edges
  • Connected Lands, if enabled, will connect most of not all landmass islands into a sprawling pangea with snaky land bridges.
  • Extra islands, when added to these landmasses, will not merge with any islands generated by the landmass. This prevents islands from merging into continents.


Archipelago

Generates a simple high-granularity fractal.

For Civ VI R&F, Firaxis used three fractal layers to create islands of various sizes. However, this approach does not respond well to sea level because islands from different layers can overlap and merge into small continents. To avoid that problem, I just kept the simpler Civ V version of Archipelago instead.

Effects of raising/lowering Sea Level:
  • Smaller/Larger islands

Landmass Facts:
  • Origin: Civ V


Clusters

Generates a low-granularity fractal and then cuts random channels through the continents until there are no islands larger than a certain number of tiles. This results in several densely-packed clusters of islands.

Also turns any extra islands added to the landmass into island clusters.

Effects of raising/lowering Sea Level:
  • Smaller/Larger clusters, which usually means fewer/more islands.

Landmass Facts:
  • Origin: Got Lakes v24.0.
  • Based on the old "mega-cluster" combo (Extras Landmass + Clusters Extras) from Got Lakes for Civ V.
  • Maximum island size scales with map size.
  • Starts each major land civ on a separate island by default, unless Connected Lands is enabled. Override this with the Land Starts option.
  • Connected Lands, if enabled, reduces cluster island size and connects only the outermost islands so that connected clusters can still have inner islands.


Island Plates

Generates a mixture of large and small islands using fractal layers that are similar to the base game's Island Plates map type:
1. Adds large islands with a medium-granularity land fractal.
2. Removes some land from the islands with a high-granularity water fractal.
3. Adds small islands based on the Extras option (see Effects of Extras below).

Effects of raising/lowering Sea Level:
  • Smaller/Larger islands added by land fractals.
  • Larger/smaller chunks of land removed by the water fractal.

Effects of Extras:
  • None: adds small islands with a high-granularity land fractal that is similar to the base game.
  • Any extra islands: substitutes the base game's small islands with islands specified by the Extras option.

Differences from the base game:
  • Adds the water fractal before adding small islands in order to avoid obliterating small islands with fractal water.
  • Fixed a bug that caused sea level to adjust the water fractal in the wrong direction.
  • Reduced size of large islands.
  • Increased size of fractal water regions that remove land.
  • Increased size of small islands.
  • Supports naval circumnavigation.

Landmass Facts:
  • Origin: Civ VI


Large Islands

Generates a fixed number of large islands, all of roughly equal size, using the following approach:
1. Divides the map into a grid of cells
2. Randomly chooses groups of cells for island formations until there are a certain number of islands
3. For each island:
3a. Generates two fractal layers: one for base land and another for cohesion.
3b. Crops the fractals to the bounding rectangle of the island.

Effects of raising/lowering Sea Level:
  • Fewer/More islands.

Effects of enabling Isolated Coasts:
  • Separates each large-island fractal layer from the rest of the map with a barrier of deep ocean.

Differences from Civ V's Large Islands map type:
  • Supports the Sea Level option.
  • Supports isolation of each large island with the Isolated Coasts option.
  • Supports naval circumnavigation.
  • Island quantity is based on map size rather than the number of major civs in the game.

Landmass Facts:
  • Origin: Civ V
  • Starts each major land civ on a separate island by default, unless Connected Lands is enabled and Isolated Coasts is disabled. Override this with the Land Starts option.
  • The only landmass that responds to sea level by adjusting the quantity of lands while keeping land size fixed.
  • The only landmass that isolates landmass lands from each other when Isolated Coasts is enabled.


Megacluster

Generates a very-low-granularity fractal and then cuts random channels until there are no islands larger than a certain number of tiles. This results in one or two densely-packed megaclusters of islands.

Also turns any extra islands added to the landmass into island clusters.

Effects of raising/lowering Sea Level:
  • Smaller/Larger clusters, which usually means fewer/more islands.

Landmass Facts:
  • Origin: Got Lakes v36.0.
  • Based on the old "mega-cluster" combo (Clusters Landmass + None Extras) from Got Lakes v24.0.
  • Maximum island size scales with map size.
  • Starts each major land civ on a separate island by default, unless Connected Lands is enabled. Override this with the Land Starts option.
  • Connected Lands, if enabled, reduces cluster island size and connects only the outermost islands so that connected clusters can still have inner islands.


Mini Donuts

Generates randomly-placed shapes to create donut-shaped islands.

Divides the map into a grid of cells (typically 3 rows by 4 columns to make a dozen cells), and places one or two ring-shaped islands (mini-donuts) into most but not all of the cells (usually all but one) such that each mini-donut is randomly placed within a designated cell. This allows for some randomness of location while avoiding excessive overlap between the islands. Also, the empty cell creates a random ocean somewhere on the map.

Each mini-donut is roughly circular (hexagonal if too small to look circular) with a random size and a random thickness which both scale with map size.

To compensate for the empty cell and to add a bit of chaos, places an additional mini-donut that could be anywhere on the map. This island may be randomly sliced into a fraction of a mini-donut.

For additional chaos, adds a few smaller mini-donuts which could be anywhere on the map. These islands may be sliced into fractions of mini-donuts. The number of islands added in this manner scales with map size.

For detailed coastlines, uses a fractal layer to cut random bays into the mini-donuts.

Effects of map aspect ratio on the mini-donut grid (custom map sizes and/or cropping the icy poles of a globe map can affect your map's aspect ratio):
  • 1:1 map: 3 rows, 3 columns
  • standard: 3 rows, 4 columns
  • 2:1 map: 2 rows, 5 columns
  • 3:1 map: 2 rows, 6 columns
  • 4:1 map: 2 rows, 7 columns

Effects of raising/lowering Sea Level:
  • Larger/Smaller fractal bays
  • Smaller/Larger mini-donuts

Effects of raising/lowering Lake Level:
  • Thinner/Thicker mini-donuts; larger/smaller mini-donut fillings.

Effects of Extras:
  • None: adds two mini-donuts per cell.
  • Any extra islands but not Everything: adds only one mini-donut per cell.
  • Everything: adds only one mini-donut per cell and reduces the size of all mini-donuts.

Effects of World Wrap:
  • Globe: mini-donuts may wrap along east/west edges of the map.
  • Region: mini-donuts will avoid east and west map edges.

Landmass Facts:
  • Origin: Got Lakes v24.0.
  • Based on the old "Extras Landmass + Mini-Donuts Extras" combo from Got Lakes for Civ V.
  • Similar to the Bagels landmass, but with more cells and smaller donuts.
  • Inspired by the Donut map type from Civ V.
Last edited by Scrum Lord; 26 Oct, 2023 @ 7:45pm
Scrum Lord  [developer] 10 Jan, 2021 @ 12:29pm 
Lakes Landmasses

Lakes Landmasses all have more land than water, so that there are no oceans but merely inland seas. Lots of land to explore here!

Family Facts:
  • Instead of starting with an ocean and deciding where to put land, these landmasses start with all land and then decide where to put water.
  • Connected Lands, if enabled, will connect all extra islands (or islands created by extra lakes) to the mainland with snaky land bridges.
  • Connected Seas, if enabled, may significantly increase sea level due to lengthy channels connecting distant seas.
  • Extra islands, when added to these landmasses, will never turn inland seas into fresh lakes.


Inland Sea

Uses a minimum-granularity fractal to generate a one or two large bodies of water.

If World Wrap is Region, then avoids map edges and also adds an oval-shaped sea to increase the chance of generating a single inland sea.

Effects of raising/lowering Sea Level:
  • Larger/Smaller inland sea(s).
  • Higher/Lower chance of a single inland sea.

Landmass Facts:
  • Origin: Civ V
  • Similar to the Inland Sea map type from Civ VI, because not much changed between Civ V and Civ VI.
  • Starts each major water civ in the largest sea by default. Override this with the Water Starts option.
  • Default Circumnavigation: Paths (because it makes more sense to cut random paths near the equator than to have water at the map edges)


Inverted Donut

Generates a watery circular ring (or a filled circle, depending on settings) and applies a high-granularity land fractal to carve peninsulas and whatnot into the coast(s).

Adds extras as lakes instead of islands in order to compensate for excessive dry land outside of the donut. For details on how extras are rendered as lakes, see the Inverted Extras landmass.

Also determines which tiles are part of the filling of the donut. This includes all tiles within the donut ring's inner radius, as well as any peninsulas that were carved into the inner coastline.

Now for the interesting part: various map settings can change the plot type and even the terrain/features of the donut filling!

Effects of map options on donut filling:
  • Sea Level at Very Low: mostly dry land except for a sprinkling of fresh-water lakes based on Lake Level.
  • Sea Level at Low: land with extra lakes if applicable.
  • Sea Level at Standard: a fractal-based land/water mix with extra lakes if applicable.
  • Sea Level at High: ocean with shallow water where the extra lakes would have been had the filling been dry.
  • Sea Level at Very High: ocean
  • All other effects match those of the Donut landmass.

Effects of raising/lowering Sea Level besides donut filling:
  • Larger/Smaller fractal bays applied to coastlines.
  • See Inverted Extras landmass for details on how Sea Level effects extra lakes.

Other effects of map options
  • Climate Wrap at Azimuthal; Climate at either Snowball, Ice Age, or Standard; Sunlight at Two Suns: frozen equatorial band overlaps with donut, resulting in an iced (glazed?) donut.

Landmass Facts:
  • Origin: Got Lakes v36.0
  • The only landmass besides Inverted Extras that adds extra lakes instead of extra islands.
  • The only landmass besides Donut and Hex that can influence terrain/feature generation.
  • The only landmass besides Donut that can allow forests and jungles to spawn in water.
  • The only landmass besides Donut that can spawn volcanic soil.
  • Default Circumnavigation: None (to avoid cutting through the donut).


Inverted Extras

This landmass is all land except for extras, which in this case are potentially-salty lakes instead of islands. The base game offers nothing even remotely like this landmass if you set Extras to anything other than Sprinkles.

If there are no extras, then the world remains completely dry! Well, at least until the river/lakes generator sprinkles some random bits of fresh water onto the map. Still, this is the driest map that you can possibly make with Got Lakes.

Inverted chains, clusters, and sprinkles look exactly the same as regular extra islands, except that land and water are swapped.

Inverted mini-donuts are slightly larger than regular mini-donuts; otherwise they are just like regular mini-donuts except with land and water swapped.

Tectonic extras, on the other hand, are completely different when inverted because they become trenches instead of islands. This is because tectonic trenches are not mountains rising above sea level, but valleys sinking below "sea level". Therefore, this landmass adds tectonic extras by letting the mountain pattern place water at the lowest elevations on the map.

How the Mountains option effects Tectonic Trenches:
  • Teconic Plates: places trenches at the bottom of the same fractal that has mountains at the top; trenches have same granularity and ridge-plate effects as the base game's mountains, and are usually far away from the mountains.
  • Fractal Ranges: trenches are at the top and bottom of the moutain fractal, while mountains and foothills are in the middle; trenches are slightly more granular than mountains and are usually far away from the mountains.
  • Scattered Crags: divides trenches into two semi-snaky filter ranges using a low-granularity trenches fractal, which is separate from the highly granular fractals that govern mountains and hills. Results in a few large trenches which are likely to overlap with clumps of mountains and hills.
  • Clustered Highlands: places a snaky band of trenches at the middle of the same fractal that has mountains at the top; trenches and mountains share the same granularity, yet trenches may be close to mountains in some places and far from mountains elsewhere.
  • Uncanny Valleys: places trenches at the top and bottom of the mountain fractal, while mountains and foothills are close to but not completely at the middle; these trenches are slightly more granular than the mountains, and are usually far away from the mountains. HOWEVER, this also places trenches at the very center of the mountain fractal so that the deepest uncanny valleys become valley trenches, thus transforming already-uncanny mountain chains into an unholy mix of mountains, valleys, and trenches.
  • Winding Canyons: places trenches at the bottom of the same fractal that has mountains at the top (and hills right below mountains); trenches have the same medium granularity as the base game's mountains and hills, and are usually as far as possible from the mountains (which for this mountain pattern is actually not that far). HOWEVER, trenches in this case scale with mountain level such that higher mountain level means bigger trenches, so flat land may be scarce on mountain-heavy maps!
  • Everything: a chaotic mixture of all of the above types of trenches!

Effects of raising/lowering Sea Level:
  • More/Fewer chains, mini-donuts where applicable
  • Larger/Smaller clusters, mini-donuts, sprinkles, tectonic trenches where applicable.

Effects of raising/lowering Mountain Level:
  • Larger/Smaller extra lakes, but only for Tectonic extras with Winding Canyons mountains.

Landmass Facts:
  • Origin: Got Lakes for Civ V
  • The only landmass besides Inverted Donut that adds extra lakes instead of extra islands.
  • Offers the most extreme range of sea levels of any landmass, from completely dry (no extras) to nearly oceanic (Everything extras with Very High sea level and Connected Seas).
  • Default Circumnavigation: None (because there might not be any seas on which to navigate)


Lakes

Uses a high-grain fractal to scatter many potentially-salty lakes across the map.

For Civ VI, Firaxis used three fractal layers to create lakes of various sizes. However, this approach does not respond well to sea level because lakes from different layers can overlap and merge into inland seas. To avoid that problem, I just kept the simpler Civ V version of Lakes instead, but without Civ V's reduction in map sizes.

The entire Got Lakes map script was actually inspired by the Lakes map type from Civ IV. It started with a simple hack to the Shuffle map type to include a 50% chance of a land-heavy map using the base game's Lakes script, so that when I started a new game, I had to explore along the coast to see if my empire was next to an ocean or an inland sea. I also hacked Lakes to produce full-sized maps so that I had a ridiculous amount of land--I once used a spy to reveal a sprawling network of barbarian cities! This was so much fun that when I started playing Civ V, I decided to port my shuffle hack from Civ IV into an actual mod for a map script that generates what may or may not be a Lakes map...hence the name "Got Lakes?"...and the rest is history :)

Differences from the Civ V Lakes map type:
  • Map sizes match the base game unless overridden by a mod; Civ V reduced map sizes for Lakes by two levels.
  • Lake granularity is unaffected by sea level; Civ V used very high, high, and medium granularities (effectively tiny lakes, lakes, and large lakes) for low, standard, and high sea levels respectively.
  • Supports naval circumnavigation.

Effects of raising/lowering Sea Level:
  • Larger/Smaller lakes.

Landmass Facts:
  • Origin: Civ V
  • Starts each major water civ in a separate lake by default. Override this with the Water Starts option.
  • Default Circumnavigation: None (because there might not be any seas on which to navigate)


Large Lakes

Uses a medium-grain fractal to scatter several large salt-water lakes across the map.

Effects of raising/lowering Sea Level:
  • Larger/Smaller lakes.

Landmass Facts:
  • Origin: Lakes map type from Civ V
  • Default Circumnavigation: None (because there might not be any seas on which to navigate)


Seven Seas

Uses a medium-grain fractal (and a higher base sea level than Large Lakes) to scatter several inland seas across the map. Then adds two layers of fractal islands: medium islands and small islands.

Differences from the base game:
  • Responds to Sea Level.
  • Supports naval circumnavigation.

Effects of raising/lowering Sea Level:
  • Larger/Smaller seas.
  • Smaller/Larger islands.

Effects of Extras:
  • None: adds fractal islands, just like the base game.
  • Any extra islands: replaces the layer of small islands with islands specified by the Extras option.

Landmass Facts:
  • Origin: Civ VI
  • Default Circumnavigation: Edges and Paths (because seven seas is borderline ocean / inland-seas)
Last edited by Scrum Lord; 6 Dec, 2023 @ 6:19pm
Scrum Lord  [developer] 10 Jan, 2021 @ 12:29pm 
Pangea Landmasses

All landmasses here create one large piece of land. Besides that, they don't have that much in common. In fact, only two of the landmasses here are purely fractal-based--Pangea and Snake--making this the least normal of the landmass families.

Family Facts:
  • Connected Lands, if enabled, will connect all extra islands to the pangea with snaky land bridges.

Donut

Generates a circular ring (or a filled circle, depending on settings) and applies a high-granularity water fractal to carve bays and whatnot into the coast(s).

Also determines which tiles are part of the filling of the donut. This includes all tiles within the donut ring's inner radius, as well as any bays that were carved into the inner coastline.

Now for the interesting part: various map settings can change the plot type and even the terrain/features of the donut filling!

Effects of map options on donut filling:
  • Sea Level at Very Low: land with a few fresh-water lakes
  • Sea Level at Low: standard mix of land and water (a few fresh-water lakes plus water from the donut's bay fractal layer)
  • Sea Level at Standard: ocean with potential extras
  • Sea Level at High: ocean with shallow water instead of extras
  • Sea Level at Very High: ocean with no extras
  • Lake Level at Very High: fresh lakes, or salty lakes if coastal expansion is also very high
  • Coastal Expansion at Very High: turns ocean into shallow water
  • Mountain Level at Very High: turns water into mountains unless sea level is very high; Got Lakes might later carve some paths through the mountains in order to ensure that scouts can reach the whole map.
  • Mountains at Clustered Highlands: turns land into hills
  • Extras at Tectonic: adds volcanoes spaced two hexes apart (requires Gathering Storm)
  • Rainfall at Very Arid: no forest, jungle, or marsh on land
  • Rainfall at Very Wet, Forest/Jungle Mix at Much More Forest: forest on applicable land
  • Rainfall at Very Wet, Forest/Jungle Mix at Much More Jungle: jungle on applicable land
  • Rainfall at Very Wet, Forest/Jungle Mix at More Forest or Standard or More Jungle, Biome not at Wetland: mixture of forest and jungle on applicable land
  • Rainfall at Very Wet, Forest/Jungle Mix at Standard, Biome at Wetland: marsh on applicable land
  • Rainfall at Very Wet, Forest/Jungle Mix at More Forest, Biome at Wetland: mixture of marsh and forest on applicable land
  • Rainfall at Very Wet, Forest/Jungle Mix at More Jungle, Biome at Wetland: mixture of marsh and jungle on applicable land
  • JNR's CB Savannah Enabled, Rainfall at Very Wet, Forest/Jungle Mix at Much More Forest, Biome not at Wetland, Biodiversity at Standard or lower: savannah on applicable land
  • Sukritact's Oceans game mode enabled, Kelp Forest Level at Very High, Kelp Forests at Kelp Creep: kelp forest in applicable water
  • Sukritact's Oceans game mode disabled, Forest/Jungle Mix at Much More Forest, Kelp Forests at Kelp Creep: forest in shallow water
  • Sukritact's Oceans game mode disabled, Forest/Jungle Mix at Much More Jungle, Kelp Forests at Kelp Creep: jungle in shallow water
  • Biodiversity at Very High, Extras at either Tectonic, Tectonic and Chains, or Everything: covers featureless land with volcanic soil (requires Gathering Storm)
  • Climate Wrap at Azimuthal, Climate at Snowball, Sunlight at Standard: turns land into snow
  • Climate Wrap at Azimuthal, Climate at Ice Age, Sunlight at Standard: covers water with ice; Got Lakes might later carve some paths through the ice in order to ensure that scouts can reach the whole map.
  • Climate Wrap at Region, Climate at Snowball or Ice Age, Tundra Level at Very High: turns land into tundra
  • Climate Wrap at Region, Climate at Standard or Greenhouse, Grass/Plains Mix at Much More Grass: turns land into grass
  • Climate Wrap at Region, Climate at Standard or Greenhouse, Grass/Plains Mix at Much More Plains: turns land into plains
  • Climate Wrap at Azimuthal, Climate at Sandstorm, Sunlight at Two Suns: turns land into desert

Effects of raising/lowering Sea Level besides donut filling:
  • Larger/Smaller fractal bays applied to coastlines.

Other effects of map options
  • Climate Wrap at Azimuthal; Climate at either Snowball, Ice Age, or Standard; Sunlight at Two Suns: frozen equatorial band overlaps with donut, resulting in a frosted donut.

Differences from the Civ V Donut map type:
  • Adds a fractal water layer to add details to the coast. Civ V drew a perfect circle/ring instead.
  • Responds to sea level (not just with donut filling effects); Civ V's Donut had no support for sea level.
  • Various options affect donut filling, instead of Civ V's Donut-specific map option.
  • Can mix and match donut fillings.
  • Supports additional fillings besides hills, mountains, ocean, desert, and regular land.
  • Supports naval circumnavigation.
  • No overrides to map size; the Civ V Donut had its own set of square map sizes. Got Lakes intentionally uses non-square maps in order to make room for extra islands east and west of the donut.

Landmass Facts:
  • Origin: Civ V
  • The only landmass besides Inverted Donut and Hex that can influence terrain/feature generation.
  • The only landmass besides Inverted Donut that can allow forests and jungles to spawn in water.
  • The only landmass besides Inverted Donut that can spawn volcanic soil.
  • Default Circumnavigation: Edges (provide circumnavigation without cutting through the donut)


Hex

This unique landmass generates a pangea by randomly expanding a shape made entirely of hexagons until the pangea is large enough to match Sea Level.

All hexagons in the pangea are of the same size, and the size of each hexagon depends mostly on Climate Granularity such that fine/coarse granularity results in smaller/bigger hexagons respectively. However, hexagon size is also reduced and/or constrained by map size for smaller maps.

The initial shape of the pangea depends on the map's aspect ratio, taking into account the cropping of icy poles if the map has Globe climate wrap. Normal maps--with aspect ratio less than 2:1--start with a single hexagon that expands into something like an equilateral hexagon, give or take a few random hexes. Wider maps will start with multiple hexagons in order to expand into a wider pangea.

Now for a little extra fun: if each hexagon is more than one tile wide, then mountains, hills, and terrain may conform to the pangea's hexagons, depending on various settings!

Effects of raising/lowering Sea Level:
  • Fewer/More hexagons

Effects of Map Size (after cropping of icy poles, if applicable) and Climate Granularity on the diameter of each hexagon:
  • Map height less than 35 tiles: 1-7 tiles wide (Coarse and Very Coarse => 7 tiles wide)
  • Map height between 35-44 tiles: 1-9 tiles wide
  • Map height at least 45 tiles: 3-11 tiles wide

Effects of map aspect ratio on pangea shape (custom map sizes and/or cropping the icy poles of a globe map can affect your map's aspect ratio):
  • standard: expand from a single hexagon into an equilateral hexagon pangea (give or take a few hexagons).
  • 2:1 map: expand from a diamond of four hexagons into a short-but-wide hexagon pangea.
  • 3:1 map or wider: expand from a zig-zag of hexagons into a zig-zag pangea. The length of the zig-zag scales with aspect ratio to support ultra-wide maps.

Effects of Mountains option on hexagons:
  • Scattered Crags: evenly distributes mountains across hexagons and aligns them to the center of each hexagon. Also distributes hills in a similar manner with hills surrounding the centered mountain clumps.
  • Clustered Highlands: mostly-fills random hexagons with mountains until satsifying Mountain Level for the pangea; then fills random hexagons with hills until satisfying Hill Level for the pangea.

Effects of Climate Wrap and Sunlight on hexagons:
  • Region Climate Wrap and Standard Sunlight: no latitude bands; generates regular climate fractals at first, but then re-organizes the terrains to turn most hexagons into single-terrain hexagons.
  • All other combos: latitude bands; for each hexagon, use the central tile's latitude for all tiles in the hexagon when generating terrain, so that latitude bands conform to hexagons instead of tiles.

Landmass Facts:
  • Origin: Got Lakes v36.0
  • Extra islands are still regular islands, even when mountains, hills, and terrain have conformed to the pangea's hexagons.
  • The only landmass that responds to Climate Granularity.
  • The only landmass besides Donut and Inverted Donut that can influence terrain/feature generation.
  • Default Circumnavigation: Edges


Maze

Generate islands with a fractal of random granularity between very low (pangea) and standard (small continents). Then apply a pangea fractal as a filter such that only the island tiles that are also in the pangea remain on the map.

Now for the interesting part: connect all of the islands with random paths so that the map becomes a maze of islands/continents and snaky land bridges.

Then apply a water fractal to cut random bays and whatnot into the land. Reconnect any disconnected lands with more random paths if necessary.

If there is not enough land to match sea level, then use two more fractals similar to the first step to generate another layer of islands, and connect those islands to the maze with random paths. Repeat until there is just enough or too much land on the map.

If the map has too much land, then randomly shrink peninsulas, turning land into shallow water, until the map has just the right amount of land for the specified sea level.

Effects of raising/lowering Sea Level:
  • Smaller/Larger islands/continents to connect with random paths
  • Smaller/Larger pangea-shaped region(s) on the map where island clumps can exist.
  • Potentially Fewer/More layers of islands/continents.
  • Potentially More/Fewer shrunken peninsulas, resulting in snakier/clumpier land formations.

Landmass Facts:
  • Origin: Got Lakes for Civ V
  • Though highly responsive to sea level, this landmass is still extremely unpredictable due to its reliance on random paths to generate much/most of the land on the map.
  • Though this is technically a pangea, you will often find some extremely narrow land formations, so consider building a navy sooner rather than later.
  • The various land bridges can be a maze to both land units and naval units.
  • A well-placed canal city can make a huge strategic difference on this map. The AI is probably too dumb to figure this out...
  • Uses the same random path generator that cuts through cliffs, mountain ranges, and ice sheets to ensure that all land is reachable to scouts.
  • Coastal Lowland flooding in GS can make a huge difference in this map because snaky land bridges may flood and and turn into straits. Also a large portion of the map may be susceptible to inland flooding.
  • Default Circumnavigation: None (it's a maze, so circumnavigation is supposed to be a challenge!)


Oval

Creates an ellipse that is proportional to the width and height of the map at standard sea level. Then uses a medium-granularity water fractal to cut bays and whatnot into the outer regions of the ellipse.

Effects of setting Icy Poles to Cropped and World Wrap to Globe:
  • Climate at Snowball: oval height doubled to compensate for cropped map so that the oval is also cropped; larger bays cut by water fractal; allows the water fractal to cut through the center of the oval.
  • Climate at Ice age: same as Snowball except that oval height is increased by 50% instead of doubled to match Ice Age cropping.

Effects of raising/lowering Sea Level:
  • Smaller/Larger oval
  • Larger/Smaller chunks of land removed by water fractal
  • If the oval is not cropped: the water fractal reaches closer to / further from the center of the oval
  • If the oval is cropped: water fractal granularity becomes Low for standard sea level, and Very Low for high or very high sea level.

Differences from the Civ V Oval map type:
  • No overrides to map size; Civ V had custom sizes that were one level lower than normal sizes.
  • Can change the size of the oval relative to map height by cropping icy poles with on globe maps with cold climates.
  • Supports naval circumnavigation.

Landmass Facts:
  • Origin: Civ V
  • The only landmass that responds directly to the Icy Poles option.
  • Default Circumnavigation: Paths (increases chances of allowing naval access to the inside of the oval; also makes more sense when the oval is cropped)


Pangea

Generates a fractal-based pangea, just like the base game:
1. Creates a very-low-granularity fractal to generate 1-2 pieces of land
2. Builds ridges into the fractal to add details to coastlines.
4. Repeats the above steps until the largest area is at least 84% of total land; this ensures that most of the land is part of a single continent.

Effects of raising/lowering Sea Level:
  • Smaller/Larger pangea

Landmass Facts:
  • Origin: Civ VI
  • Starts each major land civ on the largest area by default. Override this with the Land Starts option.
  • Got Lakes uses different parameters when creating the fractal to make the pangea less...potato-shaped.
  • Got Lakes can scale the coastline ridges to custom map sizes (base game only scales to regular map sizes).
  • Default Circumnavigation: Edges


Snake

Creates a very-low-granularity fractal, but filters the middle of the height range instead of the top so that the resulting land is snaky.

Repeats the above until the largest area is at least 75% of total land; this ensures that most of the land is part of a single continent.

Effects of raising/lowering Sea Level:
  • Smaller/Larger snake pangea

Landmass Facts:
  • Origin: Got Lakes v24.0
  • Based on the old "Extras Landmass + Tectonic Extras + Fractal Ranges Mountains" combo from Got Lakes for Civ V.
  • Default Circumnavigation: Edges
Last edited by Scrum Lord; 12 Jun, 2024 @ 7:24pm
Scrum Lord  [developer] 10 Jan, 2021 @ 12:29pm 
The None Landmass

If you set all landmass options to None, then you get no landmass at all! Instead, you get a full serving of extra islands!

But what happens if you set Extras to None too? Well, if you enabled Turn Seas Into Lakes then Got Lakes turns your all-water map into a maze of fresh lakes and landbridges! Otherwise, you can't have a map with nothing but water on it, so Got Lakes just randomly picks one of the other values for Extras instead.

How extras are increased to compensate for lack of landmass:
  • Chains: twice as many chains.
  • Clusters: larger clusters (similar to the Clusters landmass, but with a higher-granularity fractal to create several clusters instead of 1-2 big clusters).
  • Mini Donuts: donuts are larger and more numerous, but not as large/numerous as the ones in the Mini Donuts landmass.
  • Sprinkles: larger islands.
  • Tectonic: larger islands / more mountains rise above the water to become islands.
  • Tectonic and Chains: larger tectonic islands (see above) but chains remain normal.
  • Everything: larger sprinkles (see above), but everything else remains normal.

Effects of raising/lowering Sea Level:
  • Fewer/More chains, mini-donuts where applicable
  • Smaller/Larger clusters, mini-donuts, sprinkles, tectonic islands where applicable.
  • If Turn Seas Into Lakes is enabled and there are no extras, then sea level will have no effect.

Landmass Facts:
  • Origin: Got Lakes v28.0
  • Default Circumnavigation: Edges
  • Connected Lands, if enabled, will connect all islands into a sprawling pangea with snaky land bridges.
Last edited by Scrum Lord; 20 Jun, 2022 @ 6:25am
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