esnyper: I believe the Civ3CopyTool by Gramphos supports importing/exporting maps into a .bic file. So you'd just use LWC's .bic file, then Import the map.
That _should_ work, but I've never tried it. Another thing Firaxis should add support for
homer: I have heard that problem, and it seems that it's just a crazy problem with the way the game distributes resources. As it's a bonus resource I can only control what terrain it appears on, but I have heard that is shows up in rediculously large amounts.
The only solution I know for now is to open the .bic with the editor, go to the Terrain tab, and unselect Cotton from the Plains tile. That would mean it wouldn't appear anywhere.
The other idea is to choose the Wet map option, which means there will be less Plains tiles and thus less Cotton.
I wonder, should Cotton appear on Grasslands? That would probably actually decrease the amount it shows up, but I'm not certain about that. Ah well, I might have to revise my use of it.
Note on Imperialism/Colonialism: Governments and "Government Wonders" (such as the ideas for Constitution, etc) will be addressed in a future patch. The current governments will probably nearly all be replaced, and special Small Wonders added like "Constitution" (which are expensive but buildable by any government, or at least that one will be).
It's not a small undertaking and I'll definately be posting about it before I make it into a release version. I'll be needing plenty of input and discussion on it as it will be a major change in an aspect I personally haven't spent alot of time considering, but it should be really excellant when it's put out.
Probably will be my next project, as soon as I can friggin' get everything with the installer and current game bugs worked out. It will also be post-patch, so we'll see what the patch does before I get started on it.
Resource Disappearance issue: I'm thinking of making Horses, Coal, and Oil a whole lot more likely to "move" around. Dunno about the other resources, but I think the strategic resources are just far too "static" as it is.
Things should be a lot more dynamic, especially since it's over the course of 6000 years of history.
I'd only like if Bonus Resources could be controlled more, but making them Strategic seems overkill.
Runestar: That was an "oopsy", as I added airdrop late and failed to realise I needed to give them a range of operation, hehe. It can only be a maximum of 8, however.
gorilladf: I didn't think of making a resource allow the production of a city improvement, but you're right. That is definately an idea!
Even if only Barley was used...but if used Barley and Hops you could make the brewery considerably more powerful.
But how about this idea:
If you have Barley and Hops you can build a Small Wonder, "Grand Brewery", which makes a few people happy and adds culture, but it also allows the creation of some kind of improvement which adds happyness that can be built in citys.
It represents the discovery of Beer, thus allowing all citys with access to Beer and Hops to build something like a Distillery/Brewery/whatever.
Another idea would be to do something like change Wine to the strategic resource of Grapes and allow the creation of the an improvement called something like "Vinyard", where the grapes are imported and used to plant grapes and produce wine, which adds happyness and culture.
Just an idea, but I think we can all agree that there is alot of things that can be done with the idea of Resources and that the current implementation has only scratched the surface of what is possible.