Where on this map would be the remnants of Britain, Germany and Scandinavia?
Europe as a whole is very scrunched up, essentially is smashed into the triangle of land just north of Africa between 109*7, 131*25, and 145*15. Euro civs will have an early bloodbath and need to expand out. Luckily DR is based on 2100 projected population counts, and includes neighboring countries merging into one, so there are less Euro countries than there is in the base game - but even still this will be very tight area. Especially when you realize that Pacifica starts on the eastern coast of the otherwise uninhabited (by civs, anyway) smaller continent Austrarctica. I'll balance this out in game by using barbarians - they like uninhabited areas...
However you can not sail around the world. Is this intended?
You should be able to circle the continents navaly. If you are referring to no X-wrap and Y-wrap, yes that is intentional, and this is not meant to represent all of earth. Pangea Ultima itself represents about a fourth of the Earths map, the rest is pure ocean with a few isles here and there. That being said you can easily toggle the wraps off and on as you desire. I should forewarn you that if you allow North\South travel on this map, you have the undesirable effect of being able to move from the north coast to the south in 1 or 2 turns, as I made the map borders extend just past the land masses. In fact I had to eliminate 1 land tile from the south coast to maintain separation.
I am currently playing your map with autoplaced resources. The start positions I had also placed by the computer at first, but at least half of them were either in jungle or desert - two exceptionaly cruel start positions were in the middle of the desert 10 - 15 rounds away from settable land. So I placed them by hand.
EDIT and PS: What mapsize rules have you used? The corruption is exceptional heavy as if I have far too many cities, but I have settled only a quarter of antarctica (?). The AI seems to struggle too with more than normal corruption.
Second EDIT: According to C3MT uses the map the rules of "small", this allowes only a handful of cities (as made for small maps). This is a very harsh restriction. I assume that this was not intented, or is it?
Does anyone know, how the size rules can be changed in the editor without erasing everything else?
When playing a custom map it is very important to edit all the sizes in the World Sizes tab to be exactly the same. Otherwise you will run into the problem you are encountering.
The settings should be exactly the same for all sizes (size, corruption, tech rate etc.) in the tab.
Whenever you import rules from a mod that uses random map, it is important to remember that the World Sizes has to be edited afterwards.
I'll answer both the posts here with the same response I mentioned previously. The map was built by hand by me for a mod I've been working on for many years. Once the map was done, I simply imported the map and the map alone into a fresh, clean, new BIQ, and saved it. I did not make changes to any of the settings at all, including the recommended ones in the second post. You should be able to change any or even all of these settings without it affecting the map at all.
I just found the map interesting, and since it is not really a fantasy map but rather a scientific projection of what Earth may look like in 250 million years, I thought I would post the clean version without any modifications by me, so you folks can use it however you wish. But as you both pointed out, playing it right out of the box probably isn't going to be as fun as if you go in, tweak the settings, place things like starting locations, resources, goody huts, barbarians, etc.
To sum up, I just posted the map, imported from my mod. Nothing else was changed.
I do really appreciate the interest and feedback, so keep it coming. I've done quite a few playtests using it, but the more people that use it, the more Gotchas can be caught before the mod goes live. Timerovers high oceanic costs is an example of something that will now be added to my mod as a result of this.