The app mentioned that the effect of altering plate value is unclear - I am wondering if you have any insight onto what you think this value effects?
Unfortunately I do not know. My initial theory was that this value affects 'tectonic plates' in some calculations in scripts.
Looking at the script I had that idea from I am not sure if that value is even used.
It appears that devs might have 'scrapped' that value and hard coded single value for all maps.
Script in question is - MountainsCliffs.lua
Code:
-- Tectonics Plate Counts
--local platevalues = {
-- [WorldSizeTypes.WORLDSIZE_DUEL] = 6,
-- [WorldSizeTypes.WORLDSIZE_TINY] = 9,
-- [WorldSizeTypes.WORLDSIZE_SMALL] = 12,
-- [WorldSizeTypes.WORLDSIZE_STANDARD] = 18,
-- [WorldSizeTypes.WORLDSIZE_LARGE] = 24,
-- [WorldSizeTypes.WORLDSIZE_HUGE] = 30
-- };
local numPlates = 9;
-- Add in any plate count modifications passed in from the map script.
numPlates = numPlates * adjust_plates;
However, It might still be used within this and other scripts under different name or with use of some obfuscated code that I do not know.
It is a bit tricky to 'reverse engineer' their thing without good way to debug scripts without running game.
If in fact it is used, my best guess based on some tries is that it might be related to the number of land masses on the map as number of big islands/continents roughly was around platevalue number if they ranged from 3-5.
By roughly I mean +/-1 so not very accurate when speaking of 3-5 land masses.
That was long way to reiterate that - I have no idea.
Also, have you any insight into resource generation + continent number? As far as I can tell, resources always spawn 4 unique luxuries to a continent, and going any higher than 6 continents results in certain continents without resources.
Yes, I can see what you mean. Some continents do not get luxury and some even get very little any resources.
I think it might be couple of things not quite working for that number of continents.
First of Resource Distribution in DebugGameplay.sql shows that the number of continents they 'planned' for is 8.
Distribution of values does not exactly mean much to me for now, and I do not know if I'll have time to look into it.
Secondly, Resources have valid terrain and valid feature list so I guess It is possible that with combination of scripts distributing resources, frequency of the resource and lack of appropriate terrain for given resource might result in empty terrains.
-Again I would need to study scripts to see what type of algorithm they use to chose resource and placement.
Unfortunately I cannot promise any strides into getting to the bottom of this. If I do indeed find time to do that I will make changes and add appropriate tools/functions to the tool.