@Crusader2010 that's not hijacking, I always thought that's exactly what these forums are for I had tried that method back in Civ 4 and it didn't work well for "world" maps although it did work well for fantasy style or regional maps. I eventually settled on a process when I created a table of civs and their preferences for tiles and features and used that to control the climate. For instance, desert could be adjusted based on how many desert favoring civs were in the game. But the world itself was still created first otherwise it ended up looking very artificial. I don't tend to play games with a lot of major civs, I like the city-state mechanic for "minor" players and a smaller number of "important" civs so when I originally designed this and Detailed Worlds my intention was to create a world where we had a lot of variety in the land which created more space for those minor civs by pushing them onto land that was less desirable and leaving the best spots for the major players. That needs much more work than I put into this mod though, the basic functions Firaxis put into starting plots just assign a generic score which blurs the important details of each plot significantly. The biggest hurdle I faced was the fact that you can't really assign a generic score to the value of food and production since the best spots have a good balance of each.