Available for anybody who's interested in a DYP an adaptation of Marla's 1.29f map CivIII vanilla DYP 1.01r, its soup! It has the following civs placed: Rome, Egypt, Greece, Babylon, Germany, Russia, China, Japan, France, India, Persia, Aztec, Zulu, Iroquios, England, Ethiopia, Inca, Mali, Polynesia, Sioux, Tibet. The Americans exist as a civilization in the rules, although they're without starting position. Despite any intention of ever using the Americans in any epic scenario, they remain merely as a placeholder; removing them proved to really mess things up in a big way with respect to all other civilizations (so I had to add them back in). As such, despite Tibet being a valid civilization in the rules, it is NOT selectable as a civilization in CivIII vanilla.
This mod has had extensive research invested in placement of resources. Resource allocation at first glance might appear overwhelming, but the fact of the matter is that only the top resource locations were placed. None of the original appearance ratios of Kal-El's map were adjusted. Let me just say this, I believe that initial placement is a great deal higher than equilibrium i.e. when a resource is used up, until the total number of resources globally falls below the threshold another one won't pop up anywhere in the world.
I've replaced saltpeter with sulphur. Sulphur is found wherever volcanic activity has been recorded (or found) globally. Sulphur takes the place of saltpeter. The tech tree has been slightly altered to accomodate this requirement, but essentially sulphur is the equivalent of saltpeter.
Another thing I've done is make corn, coffee, sugar, tea, rice, sheep & horses to be resources that will not become apparent until contact is made with the historical and archeologically verified civilization of origin. I've quite frankly not been actually able to test this aspect of my mod's. Nevertheless, I point this out so as you understand that what might seem initially as mere nuances are actually the tips of very great icebergs. It is my hope that the ability afforded by the placement of a total of 31 civs with the civIII Conquests game-engine will facilitate the spread of knowlege across the globe as I initially conceived. That notwithstanding, should my idea not prove pragmatic, then there's a major flaw in CivIII's concept, as horses, sheep, coffee, sugar, rice and tea won't work very well either.
All the foregoing notwithstanding, the rules can be easily changed. If nothing else, it is my hope that perhaps, if nothing else, this map can serve as a guide for resource placement for modders who have a desire to make a CivIII Conquests realism scenario (and perhaps even on an immense map e.g. 360x360). Who said, "I'm not a giant, I merely stand on the shoulders of those who came before me." In any case, I hope this map/mod/scenario is either enjoyable, or will prove useful to your modding intentions.
It should be no great suprise (to anybody who's followed what I've written thus far) concerning my claim this mod will not be supported and as such is a final (ergo the 1.0f release number). This mod is available to any and all who wish to devote the labor of love in pursuit of a greater sense of fidelity. It is requested that you merely acknowlege who's shoulders that you are standing on. Enjoy!
P.S. With the Lord willing, another such "food for thought" mod could become available prior to New Year's 2005. It is my anticipation to use Tet's 362x362 map, and implement any DYP Rise & Rule scenario that might manifest itself, in conjunction to a greater understanding of just what capabilities CivIII Conquests has. To be quite frank, I stress the "could" very strongly, as I have no idea how intense this upcoming semester in hermeneutics will prove to be; this spring semester in apologetics was quite daunting. Errrr, I'm almost certain spring semester will be homiletics.