Kailric
Jack of All Trades
I started a 2.0g game using the standard dialogue, and the only map choices were Caribbean and A New World. Is this correct?
I'm going to try a custom game and see whether it allows me to choose the correct maps.
[EDIT] No, it doesn't.
Make sure your new maps are in the correct folder. One place is Documents\My Games\Sid Meier's Civilization IV Colonization\MODS\Medieval_Tech\PublicMaps
Just make sure where it says Medieval_Tech it says what you call the mod.
Or Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\Medieval Tech 2.0\PublicMaps will work also.
So, anyway, that is why I just did the placeholder.
). I solved the problem right away, or so I thought. It appeared to work at first, then I discovered luxury food and it didn't show up. I saved and loaded and it appeared. It turns out that the code for generating the table is called when the game starts and never again 
even for an Expert Coder and Journeyman Reformatter such as yourself!
To save the coding work and memory or performance issues of all those alternate tables, I think having a single standard table per mod would actually be fine. This could have some advantages too in that modders could pre-arrange the yield layout so they intuitively made sense (ie maybe a 2-row yield similar to RaR placed by X and Y coordinates, with raw yields at the top and corresponsing processed ones at the bottom). Showing some spaces for unknown yields isn't necessarily a bad thing; in fact it might be good to leave the question-marked tiles and let their tooltip say something like "Luxury Food, requires research of Manorialism" rather than "requires research", that way they'd serve a useful purpose to let the player know what's coming. I do think it would be cool to remove/hide unknown yields/buildings from Advisor and other screens though if that's more feasible to do.
