On the front page now! Enjoy the fun over the weekend!
I left version8.7 there also, just in case there are any problems.
# 9.0
# New land layout: earth. Selecting this will generate the earth, with source data
# from a blue marble projection. This is a highly accurate earth layout, with peaks
# and hills somewhat fuzzed to make for a more playable map.
# Also added: north america, south america, africa, europe, asia, australia
# All of the new maps are based on blue marble data, and so are going to be more accurate
# than they are going to be strategically well designed, and resource placement will
# be random rather than historically accurate. The current version will also have
# generated terrain, but the next version will probably include an option to use
# terrain sampled from blue marble data.
# New resource placement options: very many (places a _lot_ of resources), crazy, and
# crazy many. The crazy options place resources on any workable tile. This makes for
# a rather different gameplay experience.
# New terrain placement option: crazy which will place terrains randomly.
# New feature placement option: crazy which will place features randomly.
# Protected read / write of the smartmap config file so file errors won't cause a script
# error, and moved the config file to the user dir, which should help people not playing
# as admin on windows.
# Improved odds of generating flood plains in desert river tiles.
# Changed the grid infos to be compatible with mods with arbitrary number of map sizes, which
# will make smartmap compatible with mods that have more than the usual number of map sizes.
# This change also makes SmartMap maps closer to the usual size.
# Improved speed for calculating the altitude of plots on very land heavy maps.
# Call the python garbage collector and clean up memory usage to allow larger maps. I can
# now generate maps somewhere around 10% larger than before. I can now generate a map
# with twice the area of the usual huge, and start it on my 1G computer.
# Base CivIV = 200M, 280x84, 65% ocean = 500M, 280x84 0% ocean = 700M, that's roughly
# 13K or so per additional land tile allocated by CivIV, so keep that in mind when
# deciding on your ocean levels.
# Fixed a bug that tried to place continents too close to the map edges some times.
# Fixed a bug with regenerate map that occurs if you load a first turn savegame and then
# immediately try to regenerate it, thanks skovran for the report.
# Cleaned up code in player placement, improved speed.
# Added catches to player placement to prevent overlapping starts. If an
# overlapping start is somehow generated (a bug reported a couple of times),
# it will now fallback to standard placement mode. I'm unsure how an overlapping start
# can ever happen in the first place, but this should really guarantee it is impossible
# for it to get through and actually place the players that way.
# Fixed a bug that would sometimes misjudge whether or not to place additional players
# on a large continent.
# Improved the way continents are calculated to be more accurate in certain cases around
# blocking peaks, and improved performance.