Reagents are set to <bNormalize>1</bNormalize> , which means they get used to sweeten bad starting spots. this often leads to starting spots with 3, sometimes even 4 reagents in the BFC, which is just crazy considering they are an important strategic resources. they also have grouprange=1 and grouprand=25 , which IIRC mean they can clump, which is also pretty weird ( then again, this is also true for Mithril... wtf do those 2 tags do anyway?
) . however, they should DEFINITELY be set to <bNormalize>0</bNormalize> .
the same is also true for forest deer, which right now are normalize=1 but are actually a strategic resource that should spawn roughly as commonly as horses. right now you have a couple basically at each starting spot. they should also appear only in forested grasslands imho, not featureless ones ( they get too common otherwise, plus this way it's way more likely that they're gonna be in elven territory, just as it should be so that they can build fyrdwells ) . it would also prevent having deer in marsh when flavourmod changes grassland to marsh after map generation, which looks bad
incense also has bnormalize=1 , and grouprange=1 grouprand=50 . it unlocks high priests, you don't mess with that!
it should definitely lose the bnormalize tag.
totally unrelated: city menus ( the ones where you choose what to build ) lack civ-specific buttons. for example the lizardmen warrior and scout, who both have unique buttons, show up as regular warriors and scouts in the city screen, which looks odd
one last thing, that does not really belong in here, but I didn't know where else to post it... AIs would greatly benefit from not settling in the very same spot where they begin. Wild Mana maybe overdid that a little, but it's still infinitely preferrable to the default civ4 behaviour... seeing stuff like these screenshots HURTS