2.0 has been uploaded, see the first post.
I did get the most of the changes in that I wanted so you get the new & improved river code from Cephalo's PerfectWorld2.py, enhanced details on the coastlines and mountain ranges and more appropriate map sizes (using default grid sizes now).
The starting plot code looks to be pretty good right now, so far anyway. This was a major headache since I wanted decent locations that were also not piled all on one side of the map and folowed some basic rules for civ preferences all at the same time. I managed to get a working 'neighborValue' preference in as well so certain civs can be set to increase or decrease the range at which neighboring civs can start. It's not perfect since it is highly dependant on the order in which the civs are placed but it works.
I didn't get the option for lakes in and I haven't worked up new code to handle the placement of any regional features like ancient forests or any of the FfH unique features or lairs.
I did get the most of the changes in that I wanted so you get the new & improved river code from Cephalo's PerfectWorld2.py, enhanced details on the coastlines and mountain ranges and more appropriate map sizes (using default grid sizes now).
The starting plot code looks to be pretty good right now, so far anyway. This was a major headache since I wanted decent locations that were also not piled all on one side of the map and folowed some basic rules for civ preferences all at the same time. I managed to get a working 'neighborValue' preference in as well so certain civs can be set to increase or decrease the range at which neighboring civs can start. It's not perfect since it is highly dependant on the order in which the civs are placed but it works.
I didn't get the option for lakes in and I haven't worked up new code to handle the placement of any regional features like ancient forests or any of the FfH unique features or lairs.