Thanks Gedemon! It just occurred to me that the "self.iLuxuriesThisSizeMap = GameInfo.Maps[Map.GetMapSize()].DefaultPlayers * 2" thing may refer to how many different TYPES of luxury resources appear on the map..but that also may not make much sense because I don't think there are 24 different kinds of luxuries
(which is what the equation would equal for a Huge map). I
don't know how to test this yet because I don't have a way to reveal the whole map, but changing that number appears to do nothing for the actual amount of luxury resource tiles that generate on the map.
The frequency tag you referenced keeps referring to plot#, so it appears that generation of other resources is actually tied to how many tiles the map has, which is a good thing.