


Fixed in the attachment.
Could you please again test it

But don't hurry. Today we have enough to do with thinking about CiV

Typo in the file. Tried to call the function "ResortCivs", but the name was "ResortCiv"
. Sometimes the mistakes are just stupid.
Okay, is fixed now and attached again.
Next try, please.
I hope, i do not insult you, but could you please check, if you extracted the mod in the right way, and that there's really a folder called "assets" in the "StartingPoints" folder?
Because looking at the logs, i see, that the second python file is not imported, but it should be imported through CvEventManager.py. -> It looks more, if there's no modification at this point, and i can't imagine something else atm.
That's not insulting, why would that be insulting?
Anyway, yes there is an assets folder, and in the assets folder there is a python folder, and in that there is both a CvEventManager.py file and a StartingPointsUtil.py file.
Additional thoughts:
When (if) this will work, i think, i should add an option to prevent the appearance of too much european civs on the map.
I would add a tag isEuropean to the XML file, and if this option is then activated, the algorithm at the beginning would randomly replace some of the too much existing european civs with non-european civs.
Is this a good idea?
Haven't thought about it, because in normal civ, there are not more than 18 european civs, so a europe map with already placed civs is not a problem.
Thinking about it, it could be done inverse for europe maps, but that would probably need the word "europe" in the map name to detect it, but that should not be a problem.
And like said: It would be a game option.
AddPositionsToMap = False