1.10 is published!
I wrapped all the tuning variables into a class so that all those variables are not in memory if they are not needed, and also this makes it a bit easier to add in-game options based on those variables.
I added two in-game options! Can you believe it? They are New World Rules and Pangaea Rules so you can select these features from inside the game. Now, I did make the tuning variables easier to use for adding in-game options, but don't get greedy! I have seen maps that have like 20 pages of options to flip through before the game starts and I really don't like them.
From the days of Civ I, you've normally always had the option of Arid climate, Wet climate etc. but ever since those days, after I maybe tried a couple jungle maps I never saw the point. I could easily cook up some settings to provide that option but I didn't. If someone could give me a good fictional or gameplay reason to play on an 'Arid' map I may reconsider...
Lastly, my favorite addition to this version is that unrevealed bonuses do not remove the trees they were placed on. Thanks to Mr. Popov for pointing out that sometimes, the lack of trees in an isolated spot can be very conspicuous.

At first, I thought there might be some graphical glitches from doing that, but in the native game at least, everything works great. I couldn't just allow trees to go back over all the resources though, I had to separate them between ones that have a tech reveal and ones that don't. Otherwise, you could have a situation where you started next to wheat, but not only did you need Agriculture, you also would need Bronze Working in order to use it. I didn't like that very much, luckily there's an easy way to differentiate between those kinds of resources.
Enjoy!