FOREWORD
Jon wanted a lot of changes to terrain composition for Civ5. These have
had the effect of making different parts of each randomly generated map
more distinct, more unique, but it has also necessitated a complete
overhaul of where civs are placed on the map and how resources are
distributed. The new placements are much more precise, both for civs
and resources. As such, any modifications to terrain or resource types
will no longer be "plug and play" in the XML. Terrain modders will have
to work with this file as well as the XML, to integrate their mods in to
the new system.
Some civs will be purposely placed in difficult terrain, depending on what
a given map instance has to offer. Civs placed in tough environments will
receive specific amounts of assistance, primarily in the form of Bonus food
from Wheat, Cows, Deer, Bananas, or Fish. This part of the new system is
very precisely calibrated and balanced, so be aware that any changes or
additions to how resources are placed near start points will have a
dramatic effect on the game, and could pose challenges of a sort that were
not present in the sphere of Civ4 modding.
The Luxury resources are also carefully calibrated. In a given game, some
will be clustered near a small number of civs (perhaps even a monopoly
given to one). Some will be placed only near City States, requiring civs
to go through a City State, one way or another, to obtain any instances of
that luxury type. Some will be left up to fate, appearing randomly in
whatever is their normal habitat. Yet others may be oversupplied or perhaps
even absent from a given game. Which luxuries fall in to which category
will be scrambled, to keep players guessing, and to help further the sense
of curiosity when exploring a new map in a new game.
Bob Thomas - April 16, 2010