As You know, Me and many other people found that China was lacking in every way so today I present you an enhanced China Map. As Ive before above; China to me represents a unique opportunity where a player (or Ai) has to adapt to a very different and rather enjoyable strategy where a player must pack cities together in order to achieve victory. The land is very fertile but you Uhvs are even more challanging (after Loereth changes them). And this is what I hope to accomplish with the map below. Now as per Leoreths request here is a screenshot of the map changes:
Terrain Change:
Before

After
(Yellow represents floodplains given to deltas and in one special case near Xian)
Resource Changes:
Before

After
Now Here are some screenshots I took of Ai China (on Mongol Spawn):
Before:

(was in a hurry, deleted my other screenshot for before but we all know how depopulated China was before the terrain changes)
After:
Now some of you might be thinking; well how does this affect the Mongols. Well you will be pleased to know that the Mongols do just fine (most of the time); although i do admit that there was a bit higher probability of them failing so I added a 2 extra Keshiks.
As far as human players are concerned; enjoy a pic of me obliterating China (even before the 2 extra Keshiks were added):
Here is a download for the edited version
View attachment RFC 600 AD.zip
RFC 600 file goes into Public Maps
Riseandfall.py goes into Python which is inside Assets.
Feedback would be appreciated; especially if there are any imbalances or you find China too overpowered or anything like that.
NOTES TO LEORETH:
1)In addition to map changes I made the following changes:
-Removed an archer and settler from spawn and instead flipped an extra city (Kaifeng) with archer.
-I built imrovements for 2 or three resources from the start to help growth.
2) The Mongol conquest of China is too slow. This problem was present even before I edited the map. The Mongols only conquered a few northern cities by Turkish spawn when they should have conquered all or nearly all of China. The Mongols do eventually conquer China but it takes too long (1400-1500 ad); this problem was present before but has just been more noticable in the edited China version. Now i realize that Mongols are pretty strong and dont need a boost especially since i easily conquered China by 1240 ad but i suggest you make the initial Keshiks spawn more south for the Ai perhaps in Beijing after it flips. You should spawn them more south somehow regardless if u add my changes to the game or not.
3) I think my edits made a slight problem; the computer asks me if i want to flip Chinese territory (as the Mongols)
4) Something would be needed to represent Chinas and Mongolias downfall after the Middle Ages:
-To represent Mongolias downfall a Ming Dynasty respawn would be your best bet.
-Representing the Chinese downfall is more tricky but what you can do are the following things:
a. Make the research penalty for all post medieval (or renaissance) techs significantly higher. Lack of technological adaptability was what caused Chinas historical demise after the Medieval/Renaissance Age.
b. Make the cost for post Renaissance unites and buildings significantly higher. One historical example would be the Opium War; while the British were using industrial era ironclads; China was using 15th century wooden ships.