Seven05 updated
Larger Worlds with a new update entry:
This update is focused on starting plot selection improvements.
- Additional checks for water, mountains and snow within 6 tiles
- Increased value of fresh water to offset the additional tile checks
This update should help improve starting plot selection. The issues I was trying to work on are the placement of major civs on smaller landmasses which seems to be better now after a bunch of test maps. I also wanted to keep civs away from the north or south map edge unless those are really good spots (river & good resources).
If you're curious I added a second test, originally it only tested plots within 3 tiles of the starting location, the workable area of the starting city. I've added a second test that checks all plots within 6 tiles of the starting location. The second test only degrades the value of the location so it looks for things like water (on a non-island map), snow, mountains and the map edge.
I also boosted the value of starting on a river and, to a lesser degree, starting on the coast which previously had no value. Combine, these two changes should ensure that if a civ does start on the coast, near mountains or in the snow/tundra those spots are otherwise very good. It is also much less frequent to start in a tile with no water, most civ capitals should now end up on river or adjacent to a lake or the coast.
Minor civs don't have the same rules so they can still end up on small landmasses or in otherwise "bad" spots.
The multilayered fractal in Civ 6 looks like it's much worse than it was in Civ 5. My imported Terra style map had a lot of issues with blocky landmasses caused by obvious region borders. I'm working on a fix but I'm not sure how much I can get to work without having to write up some custom generation methods which will be really slow in lua.