And as Walter noted, you can use almost any of the standard map generators.
Sure.
I started with fractal, being my typical mapscript for any mod allowing it, then I shifted towards tectonics because, as it was hinted from the hint notes, that mapscript is cool for RI.
In the original BTS, it could be terrible for a third of civs, but because of farm realistic implementation (where plains aren't utter bad for agriculture), it makes that mapscript entirely playable. Combined with raging barbs, it gives a very variable experience.
==
Small notes about newest changes:
1) The new Nazca Lines is: INCREDIBLE! Man, whoever had the idea had it great. Because that wonder goes from bad into the best early wonder. Despite obsoleting, finally, for its early big hammer investment (with Writing+Mysticism as pre-req), the result is systematically useful all games. Even games where we are forced into pastoralism, making farms less weak for the early games where livestock is more abundant. Also, the engineer slot is a nice touch added to the package.
My point: the wonder is perfect as it is now. Very useful, but also not overpowered because at some point, Theology has to be teched anyways, meaning its power must wane through force.
2) New Despotism vs Republic.
That one struck me too. The city number maintenance difference is 75% between those two civics, showing one must choose between a small core empire or a extended one. I see it seems Republic allows one more happy than despotism because that last one can neutralize its +1

with walls at some point and, compared to Republic, despotism allows Imperial Cult, meaning depotism has a not so small advantage compared to Republic. Given it's a whooping +35% city number maintenance for Republic, I think allowing Imperial Cult or any one more resourceless building for happiness would balance those two civics out better, making a new civic fight like Pastoralism vs Agrianism or Pacifims vs Paganism or Rule of fear vs Bureacracy vs Plutocracy.
3) I think Nobility might need some changes more to be comparable to others. The problem mainly lies in happiness building. While Rule of Fear allows Mob Justice, Nobility allows a building that not only kills the main military bonus from Nobility, but also can be built for each three barracks. Huge investment for a non IMP civ, but also quite limited. I think it needs boosts to make a fierce choice to the other choices. I still need to think about what kind of boosts unless someone does it before me...
4) Slash and Burn farms. That new implementation is interesting and weird. Once depleted, the forest lose not only the bonus food, but loses one more

on top of the bonus it gave. My question: is that permanent or just pillaging the slash and burn will put the tile back to how it was before? Because, for the first time, if that is permanent, I prefer to use the slash and burn until one turn from expiration to avoid double-deplete it. An AI won't do that, so I fear that might have bad repercussions.
5) This one might be problematic. Because, of all the games I play, I have seen a pattern. Just like TAM mod, it is not good when I see a succesful early pattern. Quite often the early game is quite linear when played optimally. Like Tool Working ==> Archery ==> Mineral Lores ==> Stone Cuttings ==> Story and Tales ==> now it may depends.
The problem lies that path is far more powerful than others early game. Not only Archery is something a must in many high levels games, even more for Raging Barbs games, that tech path gives more advantages than any others. And tool working also allow strong improvements when the resources are there, which is fur, deer and elephants. And, I can say for sure, having those resources is already strong, but on the path of a strong tech path, it quite doubles the situation. Archery is a lifesaver many times. Mineral Lores allow strong mineral resources, allowing to settle cities better and sometimes doubling one's tech rate, Stone Cuttings allow strong wonders for economy, Story and Tales allow science with slider help, which is a natural balance to rough expansion to allow constant teching.
I think other techs should give goodies to counterbalance because even in a No Tech Trading game, I tend to delay everything for those techs before because it is optimal. Someone may say: don't play optimal, but playing higher levels may mean between a win or a loss when playing optimally.
I say this situation is problematic because it is quite harder to re-format that than a small change of a civic, a wonder or a building.