Next Sunday I have a travelling workweek, which means a ton of extra time for me, so I'll mess around with the mod a bit. From what I saw earlier, all the map script functions are relatively simple once you understand the 4-5 different inputs they consider, so I'll give them a look. HellBlazer definitely does some good things, and then randomly puts lakes in the middle of nowhere and other assorted strange decisions.
Strange decisions include:
1. Obscene amount of lakes: Once this is fixed it will actually be really nice that lakes can spawn in the islands. (I’ve got a bit of work to do to find the right inputs.)
2. Massive deforestation: Is chopping OP in the NQ mod? It was in vanilla right? If so, that’s probably why. (Fixed)
3. Tons of oasis: Desert probably sucked using the NQ mod so they added tons of oasis to make up for it. (Fixed)
4. Cross continental rivers: If you load the original script 10 times, 10/10 will have an east/west river spanning the entire continent. 100% garunteed or your money back. In fact rivers were so long that it hardly ever spawned north/south rivers just because there wasn’t enough room for them. (Fixed. It’s way easier to fix this than communitas’s infinite single tile rivers, but....)
5. Infinite Bonus and Strategic Resources: Obscene amount of lakes? Hold my beer. I wonder if there is even room for any UIs on normal resource settings. Even sparse has too much. (Working on this tomorrow.)
6. City States: Minor qualm but I wish 2-4 city states spawned on islands. Oh well it’s fine. More room for settling. (Doubt I can fix this)
7. Sea level: i don’t know why they make the Pangea so fudging big. The script actually has decent coastline variation with nice minor bays and peninsulas, but it can’t show it unless you set it to very high sea level. (Just use settings)
8. Luxury resource placement: For a script so concerned with balance, it seems weird they wouldn’t wanna make sure it’s not too hard too get your starting monopoly. (Someone help!)
Awesome decisions include
1. Highly Configurable: Don’t be mislead, changing the options in game doesn’t fix the problems the script has. But they make it easy to fix their mistakes if you are willing to dig into the files.
2. Islands: not gonna lie this is almost the only good thing about this script, but it does it so well that it’s well worth fixing all the other problems. Islands are big enough to settle 2 or even 3 cities if placed properly, usually 3*4 or bigger. They have plenty of hills so production won’t even be an issue, and sometimes they even come with fresh water! Communitas wishes it’s tons of 4-6 tiles could even come close to comparing.
3. Starting Placement: Starting Placement is really balanced. They got that one right too. Nobody gets landlocked in the middle of the Pangea. Access to city states is fine too, and distance from other civs is really equal.