Oh, and I almost forgot, flavor placement rules for the new civs in Orbis...
If anybody can give me some ideas I can get those updated too. If they're ok using the default rules I can leave them alone
BTW, some civs in Orbis seem to fit certain guild better than other civs - Bank of Vivaldi for Khazad, Globe Troupe for Balseraphs. All guild require certain resources to be founded/spread, as in BTS. Is it possible to make them start near those resources so it's more probable that they will found given guild ?
For the Dao and Palatinate, will they both work with generic rules for the terrains? Or, do either of them have a bonus for a specific terrain or feature?
No, just generic ones.
EDIT: BTW, those ruins are not a great idea in Orbis. I love the way they look, but they are generating way too much guardian vines
On the other hand, I didn't see any trolls in two games I played using your mapscript. It's not a bad thing, actually
After numberous test games the effect of sanctifying them was pretty insignificant, they were mostly offset by the creation of extra graveyards. Even when intentionally abused by human players they were never really enough to control the AC in either FfH, RiFE or Wild Mana. But, having a specific 'Ancient Ruin' instead of a bunch of normal city ruins is awesome and opens up a lot of potentialThat's actually pretty much why RifE added Ancient Ruins; Avoid people sanctifying them.
The idea is good, but without a separate improvement it can cause some issues.