In your modinfo file you need as like this:
Code:
<Mod id="17462E0F-1EE1-4819-A44A-052B5896B02A" version="1">
<Properties>
<Name>Civ6MapTest</Name>
<Teaser>A Test Map</Teaser>
<Description>This is a test map</Description>
<Authors>LeeS</Authors>
</Properties>
<Files>
<File>test.Civ6Map</File>
<File>Lees_Config.xml</File>
<File>TestMap_ConfigText.xml</File>
</Files>
<Settings>
<Map id="RULESET_LEETEST_MAP">
<Properties>
<Group>Lees_Maps</Group>
<Name>LOC_LEETEST_MAP_NAME</Name>
<Description>LOC_LEETEST_MAP_DESCRIPTION</Description>
</Properties>
<Items>
<File>test.Civ6Map</File>
</Items>
</Map>
<Custom id="RULESET_LEETEST_SETTINGS">
<Items>
<File>Lees_Config.xml</File>
</Items>
</Custom>
<LocalizedText id="RULESET_LEETEST_MAP_TEXT">
<Items>
<File>TestMap_ConfigText.xml</File>
</Items>
</LocalizedText>
</Settings>
</Mod>
In your version of the file
Lees_Config.xml you would need like this
Code:
<GameInfo>
<RuleSets>
<Row>
<RuleSetType>RULESET_LEETEST</RuleSetType>
<Name>Map Testing</Name>
<Description>Map Testing</Description>
<SupportsMultiPlayer>1</SupportsMultiPlayer>
</Row>
</RuleSets>
<RulesetDomainOverrides>
<Row Ruleset="RULESET_LEETEST" ParameterId="Map" Domain="Lees_Maps" />
</RulesetDomainOverrides>
</GameInfo>
And in the text file called
TestMap_ConfigText.xml I have
Code:
<GameData>
<LocalizedText>
<Row Tag="LOC_LEETEST_MAP_DESCRIPTION" Language="en_US">
<Text>A Test Map with a preselected Trajan Start</Text>
</Row>
<Row Tag="LOC_LEETEST_MAP_NAME" Language="en_US">
<Text>Trajan Test Map</Text>
</Row>
</LocalizedText>
</GameData>
You have to then enable the mod, and go through the Advanced Start Menu. Once there you will see a selector for the RuleSet to be used. What would show in this selection drop-down would be the "Standard" ruleset and the new ruleset that in this case would be "Lees_Maps". When you select "Lees_Maps", the map to be used will alter to the one you have made. Depending on what else you have added into the Lees_Config.xml file some other options in the advanced setup will also change.
One thing I have noticed is that you still need to select a world size. Even though this is being established by your map (because it has already been made), the game defaults to using "Small" as the map-size, and this will control how many AI players are added to the game you create.
One thing I noticed is that even though you can pre-place cities and units on a premade map, the game as it is does not do very well in using this info as a true scenario setup. I experimented with this to a small degree so I may have been doing something wrong in my config file, but when I pre-placed starting cities, the game used them as an individual player's capital city, for example, but as I built more cities it would reuse the same cityname as was used for the starting cities. This broke the "reports" panel, and was not recoverable from this breakage because as the game currently is you cannot rename cities (the problem did not appear to affect anything else).
I also encountered that while you can place CivX as the human player starting at pointX on the map while in WorldBuilder, the game does not actually treat this as the starting condition for CivX. It treats it as the starting position for the human player. Likewise for whatever you place as AI player #1: it is not treated by the game as the setup for that specific civilization, but rather for whichever player is inserted by the game into AI player slot #1. These players then get the cities & units for these player slots as they were placed on the premade map. So you could end up theoretically with Gorgo starting with a Legion if you made a map with Trajan used as the human player and you then selected to play the actual map as Gorgo.
[edit]although I haven't tried it yet they apparently fixed the issue of not being able to rename cities with the Fall2016 patch, so at least for the human player they could cure that issue.