Wow, a Civ1 forum that's still alive, I'm amazed 
Recently I've been playing Civ1 again, and one problem for earth map games is tha imbalance of the default starting positions. Some of them are not suitable for the AI and keep the AI players from building settlers (grassland w/out shield is also bad as a starting position, since it slows down unit production at the start). Some civs (Chinese, Mongols...) have to be lucky and find an advanced tribe, while others (Russians, Zulus, Aztecs) usually dominate.
So I had a look at civ.exe.
Some stuff was relatively easy to find, but I think that people already know how to edit:
After some more searching I finally found the starting positions.
They start at
position 0x27D4B
2 bytes per civ (1st byte: x-axis offset, 2nd byte: y-axis offset)
Civ order: Romans, Babylonians, Germans etc. (as in the civ selection screen)
2 empty bytes between Indians and Russians
Example: The Indians start at (0x39, 0x18), which means grassland w/out shield. If you change it to (0x3A, 0x19), then they'll be much faster.
Or change the Chinese starting point from (0x42, 0x13) to (0x44, 0x15) to make them build settlers and expand
Starting positions on ocean squares do not seem to crash the game, and when I tested it with the AI, the AI player did move to an adjacent land square and then moved its settler around for 9 more turns until it founded its capital.
I've also looked for the earth map itself, but did not find anything in civ.exe that looks even close to a terrain pattern. Maybe it's compressed? Does anybody know where it can be found?

Recently I've been playing Civ1 again, and one problem for earth map games is tha imbalance of the default starting positions. Some of them are not suitable for the AI and keep the AI players from building settlers (grassland w/out shield is also bad as a starting position, since it slows down unit production at the start). Some civs (Chinese, Mongols...) have to be lucky and find an advanced tribe, while others (Russians, Zulus, Aztecs) usually dominate.
So I had a look at civ.exe.
Some stuff was relatively easy to find, but I think that people already know how to edit:
- unit stats (domain, speed, fuel, attack, defense, cost, AI role, tech requirement, visibility, transport capacity)
- tech tree
- building stats (cost, maintenance, tech requirement)
- terrain stats
After some more searching I finally found the starting positions.
They start at
position 0x27D4B
2 bytes per civ (1st byte: x-axis offset, 2nd byte: y-axis offset)
Civ order: Romans, Babylonians, Germans etc. (as in the civ selection screen)
2 empty bytes between Indians and Russians
Example: The Indians start at (0x39, 0x18), which means grassland w/out shield. If you change it to (0x3A, 0x19), then they'll be much faster.
Or change the Chinese starting point from (0x42, 0x13) to (0x44, 0x15) to make them build settlers and expand

Starting positions on ocean squares do not seem to crash the game, and when I tested it with the AI, the AI player did move to an adjacent land square and then moved its settler around for 9 more turns until it founded its capital.
I've also looked for the earth map itself, but did not find anything in civ.exe that looks even close to a terrain pattern. Maybe it's compressed? Does anybody know where it can be found?