Sid Meier's Civilization VI

Sid Meier's Civilization VI

Got Lakes (Various Worlds) Map Script
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Scrum Lord  [developer] 27 Feb, 2022 @ 5:13am
Got Lakes versus Teams Together Strong
Intro

Some notes on how Got Lakes works with the Teams Together Strong (TTS) mod.

This reference is for Got Lakes v35.1 and higher.


Compatibility

Got Lakes is compatible with the Jan 26, 2022 version of TTS.

Got Lakes is fully compatible with the following features from TTS:
  • Colocated starts for team players.
  • Minimum and Maximum distances between teammates.
  • "Team mates on same Landmass" checkbox option.

Got Lakes is partially compatible with the following features from TTS:
  • Minimum distance between non-teammates: Got Lakes takes a "best-effort" approach to this option instead of enforcing the distance unconditionally.

Both GL and TTS have improvements to civ starting biases. Therefore, starting biases should work better with GL than the base game both with and without TTS.


Overrides by Got Lakes

Got Lakes has its own Assign Starting Plots override which supercedes that of TTS. However, if TTS is enabled then Got Lakes will use the following hybrid ASP override:
  • Invoke TTS to assign starting plots for major land civs.
  • Import results from TTS into the GL's custom start positioner.
  • Use custom start positioner to place minor civs and water civs.

Adjustments:
  • GL does not strictly enforce the Minimum Distance between Non-Teammates option; instead, GL deprioritizes any map plots that would violate this option, using such plots as fallbacks in case valid plots are not available. Maximum supported value is 22 plots.

Fixes:
  • When determining candidate plots for TTS, added checks to avoid features that prevent city placement such as natural wonders and oases.
  • Hardened candidiate plot logic's call to table.sort() against MP desyncs.


Map Script Overrides by TTS

The Land Starts option from GL has no effect on TTS placement of major land civs.

Adjustments:
  • TTS does not try as hard as GL to avoid placing civs on tiny islands/peninsulas or on plots that have no access to fresh water, but instead prioritizes colocation of team members.
Last edited by Scrum Lord; 10 Apr, 2023 @ 7:27pm