I would be tremendously interested in adjusting a couple of a fundamental settings, and introducing a few alternative defaults for a few genre's of map creation, however i am completely unversed in editing .lua's or scripting of any kind and would be willing to learn.
Im not sure if you can code in probabilities for distribution of land and water tiles, and their proximity, and i am unsure how to express it in a completely precise mathematical terms, but it'd be something like this:
-Eliminate the possibility that it will create "one huge snakey pangea", through articulately a standard of at least 2 landmasses constituting at least 30% of the landmass tiles each.
-Only allow 1 isthmus that connects a continent that would qualify as 'one of the two largest'.
-Increase the total number of tiles with a river near it in the "middle 'fertile' half of the entire map", to something like 80% of all tiles.
-Alter in some way the propensity for more 'rounded' islands and less 'snakey broken plate-like sub-continents.'
And on a completely separate track, i'd like to introduce some kind of sub-mob that works exclusively with resource distribution, that alters the adjustments of proportion between bonus/luxury/strategic resources. Ideally, i'd like it to be an option to fill up to 50% of all land tiles with something, but then also adjust the distribution so that of that 50%, the total distribution of resource type could be further adjusted to dramatically increase bonus resources and severely limit strategic and luxuries.
My justification for this second type is this: It makes for a more globally focused game, especially at the end-stage, where resources like oil and aluminum would possibly be more valuable than luxuries, or where 1 global power could corner the entire market by taking all of a 1 or 2 of a single luxury. Furthermore, something that could 'localize' strategic and luxury resources more.
Im speaking mainly from the p.o.v. of playing with NiGHTS on gigantic maps with 20 civ's and 30-45 citystates, and really wishing (without taking hours on end to edit a single map with in game editor) that the resources were more thoroughly distributed.
Increasing the scarcity of these things would increase their value, and produce more fundamental imperatives to the player.
Of course, teaching the AI to play more strategically and covet them would be difficult, if impossible - i had heard somewhere that because the .dll wasnt released, it was impossible to code into the AI the imperative to build 'taller' cities and not just spam them every 3 tiles across small spaces.
Anyway, im a huge fan of this map mod, and i have an abundance of energy as i work from home, have had to quit rugby because of a career-ending knee injury, and have an infant son who keeps me up nights... playing NiGHTs el oh el. Im fairly computer literate but just have little durability in researching the finer points of coding, so if its easier than it would appear to alter these fundamental distribution, particularly on the resource-half of the above walloftext, i'd be very interested.
also, stone is never spawned as a bonus resource, so i've come to randoming placing 10 stones around the map, usually 3 or 4 near a civ, so at least its some sport racing for the great wall (NiGHTS)