This map was created with one main goal, and that being accuracy. That first phase (the Map) done, now comes placement of resources, editing unit stats etc to make them work in sync perfectly with the map. As Lt. 'Killer' M. stated, the game itself is limiting and somethings will have to give way for playabilities sake. However the aim will still be focused on creating a game that gives the player a real historical feel.
So in saying that obviously certain things in the game need to be edited. I have put together a list of areas that will be addressed and I encourage anyone for their input. One other development, I have spoken to Kal-El over the course of this past week. He was really impressed with the map and was wanting to incorporate it with his mod DyP. I unfortunately havent had the opportunity try his mod yet, have any of you? And if so, how is the historical feel of the mod? Resources, units etc, do they all work well or do they still require some refinement? Let me know... one additional point, I would like to keep the game as close to its original form as possible. Only critical aspects of the game to be adjusted, my goal is not to recreate it but to add and modify it to 1-work smoothly with the map and 2-add historical feel...
List of areas that will be addressed with the Scenario/Mod:
Terrains will allow more types of resources to be placed on them. For example, Germany is covered by forests and has much coal deposits, but since forest terrain does not allow coal, you have the change the terrain to compensate which makes for an inaccurate map.
Units on large maps should not move at the same rate as units on small maps. There should be an automatic scale system that factors in world size, but there isnt. In light of this, I will edit the unit movement rates to compensate.
City locations. I will edit certain resources (give them more food points etc), to encourage large cities where they were typically found through out history. I will also reduce flood plain food output to fix disproportionately large cities being formed around deserts. I have a unique system that enables me to get the AI to place cities in the right place and with the right name. It is not 100%, but it works most times
Obviously the first city will be in the right location but I am talking the 2nd and 3rd cities as well. Again this will add to the historical feel of the game.
Tech Rate. Aside from increasing the tech rate I plan on adding more costs to techs in the starting Eras. Many times I find the ladder ages lasting quite long but the early ones whizzing by prematurely
Resources. They are limited, and certain key ones as pointed out by a few of you are missing and yet we have others that dont make much sense. The most irritating has to be strategic resources. In my opinion a strategic resource that COMPLETELY disables a Civilization from advancing is stupid. Like Saltpeter, its strategic but yet I have to put one by every Civilization otherwise it will put them and a huge disadvantage where then is the strategy in that? Or like Horses, found originally in Steppes of Asia but in eventually found all over the world again same problem, what do you do? Placing them only in one part of the world gives any Civilizations around there clear advantage, but placing them all over the globe takes away from the strategy aspect
I know, it is good to create some limits etc, but I think it has to be within reason
. Also there are not enough resources in the game
I am looking to expand this, but not just for the sake of adding more but because it will add historical flavor to the game
Unique Units & Golden Age. I sometimes do not find that the UU's impact the game enough, in most cases they are only slightly more powerful than conventional units of their time. I for example would like a UU that is considerably more powerful, this could be done by editing the ADM, or by reducing the cost. So lets say youre playing your game, all of a sudden you see Mongol Horsemen (UU), you panic, because you know this means the Mongols are going through their golden age and you will face hordes of these units. The fear factor has to be there
I made a mod a while back and I reduced the Mongol Units cost and increased their Defense higher than any other horse unit. One time I was playing the game as the Chinese, I saw one Mongol UU appear, up until that point the Mongols were backwards and no threat, but with in short time hordes of these units were pouring over my borders
the units were exceptionally powerful and I lost number of cities
though they did culture flip back to be later on

The point is, tweaking such units really adds some historical flavor to the game
Thats about it for now, once again any insights are welcome