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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:
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):
Effects of raising/lowering Sea Level:
Effects of World Wrap:
Landmass Facts:
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:
Landmass Facts:
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:
Landmass Facts:
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:
Effects of raising/lowering Lake Level:
Landmass Facts:
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:
Effects of raising/lowering Lake Level:
Landmass Facts:
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:
Landmass Facts:
This family is all about sprinkling islands over a vast ocean. Great for building naval empires!
Family Facts:
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:
Landmass Facts:
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:
Landmass Facts:
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:
Effects of Extras:
Differences from the base game:
Landmass Facts:
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:
Effects of enabling Isolated Coasts:
Differences from Civ V's Large Islands map type:
Landmass Facts:
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:
Landmass Facts:
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):
Effects of raising/lowering Sea Level:
Effects of raising/lowering Lake Level:
Effects of Extras:
Effects of World Wrap:
Landmass Facts:
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:
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:
Landmass Facts:
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:
Effects of raising/lowering Sea Level besides donut filling:
Other effects of map options
Landmass Facts:
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:
Effects of raising/lowering Sea Level:
Effects of raising/lowering Mountain Level:
Landmass Facts:
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:
Effects of raising/lowering Sea Level:
Landmass Facts:
Uses a medium-grain fractal to scatter several large salt-water lakes across the map.
Effects of raising/lowering Sea Level:
Landmass Facts:
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:
Effects of raising/lowering Sea Level:
Effects of Extras:
Landmass Facts:
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:
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:
Effects of raising/lowering Sea Level besides donut filling:
Other effects of map options
Differences from the Civ V Donut map type:
Landmass Facts:
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:
Effects of Map Size (after cropping of icy poles, if applicable) and Climate Granularity on the diameter of each hexagon:
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):
Effects of Mountains option on hexagons:
Effects of Climate Wrap and Sunlight on hexagons:
Landmass Facts:
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:
Landmass Facts:
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:
Effects of raising/lowering Sea Level:
Differences from the Civ V Oval map type:
Landmass Facts:
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:
Landmass Facts:
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:
Landmass Facts:
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:
Effects of raising/lowering Sea Level:
Landmass Facts: