A nice lil' patch!
I like the reduced warmonger penalties in the earlier eras -- they were violent times after all!
The branch manipulations within Tradition and Piety are interesting and will certainly delay/hasten the acquisition of the powerful policies at the end of the trees.
I'm also surprised they decided to throw cocoa and bison in; especially bison, since as a bonus resource, it wasn't really needed since all holes are already filled. Oh well, grass and plains overall are now a tiny bit more fertile.
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Though, Firaxis, I found a new bug in AssignStartingPlots.lua with your new additions:
GetListOfAllowableLuxuriesAtCitySite
Code:
local allowed_luxuries = table.fill(false, [COLOR="Red"]35[/COLOR]);
You need to increase the size of this table to 45 too, just as you did with the other ones at the top of the file, shown below.
Code:
amounts_of_resources_placed = table.fill(0, 45),
luxury_assignment_count = table.fill(0, 45),
luxury_low_fert_compensation = table.fill(0, 45),
Since the new resources are added at the end of the BNW Resources XML file, Cocoa has an index number of 41, and you've decided to include it in this function. It will always be nil and some city-states may never get a luxury or some civs will never get their 2nd luxury type at starts.
EDIT: Actually, what would probably really happen is that cocoa would simply never be assigned to city-states or as 2nd luxuries for starts, and is just a waste to include in the function until the table is enlarged.
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Also, I was surprised to see Cocoa added here when the Gods and Kings luxuries are still not present for some reason.
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Additionally, if you want to address another bug which has existed for a long time while you're working in this location:
There really needs to be a check for an existing resource (the existing regional ones placed in the start location) on the tile before the function starts setting resource types to "true" for that tile.
Code:
if plot:GetResourceType(-1) == -1 then
Because, if that one tile is the only one useable by the randomly chosen luxury, it will never be placed and will be ignored if another luxury already exists there.
I imagine this was an oversight because the function was probably originally only used for city-states earlier during development (who don't have other luxuries placed in their areas - and other resource types come later.), until it was then also used for 2nd luxury type placement at major civ starts.