Here's a look at the new luxury weights:
Default Game:
Mod:
I like to group the luxuries into different classes. The four are basically: water luxuries, hill luxuries, forest luxuries, and open luxuries. Within some classes, are subclasses. The "forest" one is split into forest and jungle luxuries. The open one is split into plains and grassland luxuries.
I concentrated each region type towards a certain class and, if available, subclass. Desert and tundra regions are little different, as they don't have a lot of luxuries to place within their harsh terrain, so they utilize the flexible hill luxuries. Though, they each focus on different hill luxuries to diversify things, along with their one iconic luxury: incense or furs. However, they both use a heavy salt weight since this luxury can really help out these low food areas.
I removed luxuries which didn't quite fully belong in certain regions, so the pool is less diluted. In the default game, sugar, citrus, and cotton belong to the desert region in hopes that a river is present to produce flood plains (or other things they belong to that are neighboring the desert). If not, whoever is in that region is out of luck. Others like spices, used to belong to the grass and plains regions, but are only placed on jungle, forest, or marsh. If there aren't a lot of those features available, then it's out of luck. Spices was one of the very restricted luxuries that more often than others failed to meet its target total during regional luxury placement.
Also, regarding water luxuries, the chance of assigning those is actually lower than the percentages shown for the normal regions since they depend on a coastal start and for enough water to be available, which I've dramatically increased the minimum value of, depending on the amount to be placed, instead of a hard value of only 12. This ensures all water luxuries can be placed and they're not too clumped together with the new impact radii, because in the default game, water luxuries failed to meet their regional target too often as well.
Hill luxuries are the most flexible luxury types as they can go on any terrain (and remember, I have the new function which will also convert any flat terrain to a hill, if necessary). If water is present, water luxuries are also very flexible. So for the hybrid region type (when there isn't enough of a certain attribute to label the region) I chose to focus most on the hill luxuries for the versatility and also applied a little heavier weight towards the water luxuries in case the start is coastal and has enough water.
For city-states, it's pretty much the same deal. Though, hill luxuries are weighted less for city-state assignment since city-states get to choose from a pool of those assignments anyway -- it's not just a one shot deal if it's assigned. Also, water luxuries are weighed much heavier since a great majority of city-states are coastal and water luxuries are very versatile. The water luxuries aren't too heavy though, because I don't want all of them snatched up before the random assignment method gets a chance to. (note: I'm still watching these values and may reduce them a bit more, if they grab all the water luxuries too often.)
The old fallback list has been renamed to "random" because I scrapped the old way random luxuries are assigned and created a new one. However, this list is still used as a fallback for the other regions if they happen to run out of luxuries within their lists or if a modded-in region type is undefined.
The old method didn't utilize the weights for random and disabled assignments. It randomly chosen the disabled luxuries first until it reached the target number and then it simply assigned the leftover luxuries to random assignment.
My new method assigns the randoms first, and then disables the leftover ones instead. It also utilizes the weight system, since assigning the randoms is a bit like the fallback method: you probably want the most versatile luxuries. So, like the city-state list, the hill luxuries are weighed a little heavier and the water luxuries are very heavy, since they make really great random luxuries to sprinkle throughout the map, don't interfere much with what's going on inland, they make the coasts more interesting to search through instead of seeing mostly fish, and they make certain coastal city spots more enticing than settling more inland.