Yes, I think also a lot of maps and mods already have this 'start balancing' implemented, so you don't see the same massive difference that can happen in FTTW, because it smoothes out those most drastic cases.
This has been an element that I have wanted to have in the mod for a long time, we just need someone that can do it, and I have every faith that one day we will have it.
For the longest time I wanted a 'close start' mapscript, but never thought it would happen, and now we have it! Hooray!
It is actually this new mapscript that has made the issue worse, because the script values being close to another civ over any other considerations, so it doesn't care so much where it is as long as it is close to other civs.
The Next goal for maps is to add in some code after it has placed the start location, that like I said adjust the tiles around the location to make it tolerable, making it better or worse to average everything out!
For now we are stuck with restarting to get an acceptable start.
This has been an element that I have wanted to have in the mod for a long time, we just need someone that can do it, and I have every faith that one day we will have it.
For the longest time I wanted a 'close start' mapscript, but never thought it would happen, and now we have it! Hooray!
It is actually this new mapscript that has made the issue worse, because the script values being close to another civ over any other considerations, so it doesn't care so much where it is as long as it is close to other civs.
The Next goal for maps is to add in some code after it has placed the start location, that like I said adjust the tiles around the location to make it tolerable, making it better or worse to average everything out!
For now we are stuck with restarting to get an acceptable start.