- I tried on tiny / small / regular maps, pangean types with AI civs only.
The max number of players recommended in the description is a good indication.
Yeah, that seemed to give much better results.
I actually set those Civ-numbers in the 'World Sizes' tab, but unfortunately those settings appear to get overridden when 'Custom Player data' is activated (which I had to do here, in order to give Player 1 -- the human -- their 5 Settlers). Turning off the excess tribes in the "Choose your rivals" section is admittedly tedious, but necessary for this Mod to work as intended.
My tests all used the full 31 Civs, on a Tiny 80%-water Archi-map, but I found that
even though I'd also set "Distance between Civs" to be 3 tiles, Civs who were placed directly after me in the spawn-order tended to each get their own island; whereas almost inevitably "my" starting location ended up stupidly crowded, 20-25 tribes in the immediately visible 5x5 square. This is I think due to the way that spawn-points are calculated: the game places Players by sequential number, but once all 'good' spots are taken, it cycles back round to where it started, and then doesn't look any further.
In one test (I got the Sumerians), 9-10 of those Civs ended up utterly paralysed, because once I and my 8 nearest neighbours who could 'legally' do so had all Settled in 4000 BC, there was nowhere left for the others to go. They eventually disbanded all but one of their starting Settlers, which I know because around Turn 40, I sent out my Enkidus to put them out of their misery, but 'only' captured 3 Slaves from each stack. I guess that was because (without any cities) the Workers/Scouts were costing them maintenance that they couldn't afford, so all their starting gold was spent within the first 5-10 turns.