Seems to be I have a lot to answer to....
I have not done anything to the default civ starting position system, and fixing it is a considerable priority. However due to the nature of the map script, perfect balancing is pretty much impossible. The only decent way I can think of for fixing the situation is a bit of extra res for those who start in the middle of the plains...(In fact my resource script should already put more res on the plains than elsewhere (simply because plains can take more resource types), that was one of the points of writing it)
The resources: the reason why you see an abundance of resources in jungles is because civ places a fixed amount of each resource on the map, and since jungles are rare and forests are common.... (this pretty much dissappears if you set the climate to tropical)
Goodiehuts: yes, I noticed this myself a while ago, will be fixed soon (I just woke up)
The dropdown: Peaks are (possibly) lone (circular) mountains, ranges are the long ones.
Lakes: Yes, I'll fix the sizes, and they are often circular because because I generate them as circular, and hope that a bit of noise and gaussian blur will fix the issue, not to mention ranges trying to be on top of them etc. I could try generating them as mountain ranges with negative altitude.... any opinions on that?
The rivers: The rivers starting from water are there because I thought all rivers are supposed to make it to the ocean eventually. The other glithes
... I'm working on a reasonable way of getting rid of them without introducing more, bit of a mess when my script generates rivers as if they were in the middle of the tiland civ wants them in between (anyone here ever code? Its so much easier to introduce bugs than get rid of them....)
Guardian etc. are running the default placement algorithm, I dont really even know how to change this, thus giving this one fairly low priority
Scorpion clan, same thing
The ridge blockoff: This is in my opinion by far the worst bug still around, an I'm working on a way of fixing it (might have found a reasonable method, needs implementation..)
The size of the aforementioned ridges goes in the same set of issues. If I make them much smaller than they are now, continuous ranges disappear and you just get hills with a peak here and there. If I make them bigger the chances of havign inaccessible parts goes up fast.
Island of the coast: It's a misplaced peak(drop down variant)... You don't notice that its actually circular when it's in the middle of land, and there are more other features to obstruct the shape. Any good ideas how to deal with this? (truly random shapes are a pain to code, circles are easy....)
The ying-yang is due to the map scripts moisture propagation simulation, it always assumes a west wind (I might actually do something to make the wind do more North/South movement, but a perfectly circular island will still get roughly the same pattern anyway)
@PotatoOverdose
Did the hills/plains line have any other notable features? (what was on the other side?) Was there water nearby? I thought if fixed a similar bug some time ago (much worse than what you describe).
It might also be a very small range that happened to be perfectly straight...chances are low but its possible....
And then another bit of explanation: a bit about my own playing habits, you might understand why some things are the way they are...
Two things I like: big maps, and lots of players. I also prefer the slow speeds (marathon!!) but they take an ungodly amount of time so I don't play those very often. My preference for big maps is probably pretty clear from the map sizes, but since those can be adjusted and I want my overkill sized maps, thats not about to change. Second, since I usually play with a lot (about double the default is good) of AI's I'm pretty much in the "do or die" school of thought. One AI being stranded in the middle of nowhere doesn't make much of a difference, since usually a couple AI's die before I even make contact.
Due in part to both of these preferences, the map script creates a lot of areas that aren't really meant for settlement(city radius of nothing but hills or desert or plains without a river... Also pay heed to the "inspired by Middle Earth", a lot of that was just wasteland with the civ equivalent of barbarians. What I intend to do with starting locations is guarantee they do not end up in those areas, but apart from that, it's survival of the fittest.
I now I think that about does it, next post will hopefully announce a script update