Welcome back and thanks!
Nope. All picking Roman guarantees is that you start with Culture (European), which is the same as if you picked France, Spain, England, etc. Its still random if you manage to get the right resource near you.
However if you want to make sure you have that culture in your first city then go into world builder and say plop an olive resource next to your city. That will make sure you can build Culture (Roman).
C2C Perfect World is my favorite. I know each team member has a different favorite type of map. Thus if you want to experience how i play my games then use C2C Perfect World.
Thanks dude.
I like the idea of a cave being a new resource. I can think of other buildings linked to it such as Bat Guano collecting, Cave Bear Hunting, a requirement for the Cave Painting or Cave Dwelling buildings, etc. I like it a lot.
Also could you add these as new resources or terrain features?
This is much harder than it appeared!
Firstly I think you need all of these to be features not resources since:
1) They are always revealed
2) They are not tradable
3) Resources cannot be impassable
Since resource graphic assets don't work for terrain so far as I can tell, this means we can't reuse the oil graphic. Havign realised that I figured I'd try the volcano. I added a new module call 'custom terrain'. So far it just adds the volcano. This was when the fun started!
i) A DLL change was required to allow features on peaks at all from map generation. This might have unintended side effects but I think it should be ok.
ii) It turns out that peaks don't even have terrain type TERRAIN_PEAK at all!!! They are actually grassland that has the isPeak flag set. This probably explains why we've been seeing forest spread onto peaks. I have experimentally modified the DLL to cause all peak plots to have the base terrain type TERRAIN_PEAK
Having made the above changes the volcanos seem to work functionally. However, havign got them placed on the map I then quickly realised thast the graphics from the mods you pointed me to don't actually work very well. The volcanos actually kind of float above the plot which (in isometric view) makes it look liek they are on the plot behind. It looks fine viewed straight from above, but fails in normal isometric view :-(
As such I have not made any changes at this time, but I have the necessary code changes to support features on peaks (and probably fix the forests spreading there as a side effect), but still lack a suitable graphic :-(
Edit -so you can play with it (Hydro) I have attacked a RAR that contains:
1) Modified DLL that you'll need
2) Modular volcano feature (with frequency set VERY high so you can easily see it on any map with a few mountains)
3) The base terrain file is changed because the original had 'isWater' set for TERRAIN_PEAK!! (like I said - it wasn't actually USED before)
To try this out do the following:
i) Copy the stuff in 'modules' into your existing modules folder (the 'MLF_CIV4ModularLoadingControls.xml' is the standard C2C one with the extra module so should be safe to over-copy, but hand-merge if you prefer)
ii) Replace the DLL in Assets
iii) Replace the main terrain def file in Assets/xml/Terrain
Let me know what you think about the graphic. I don't think it'll fly really but a second opinion would be good.