Actually, you already can disable huts altogether even without this project. In rules.txt, under cosmic, the second to last line is the bitmask for the huts, which tells the game on which map not to generate huts. going from right to left, setting the values to 1 for the first four digits tells ToT not to generate any huts on any map. So for your situation, it would look like this: 00001111 Hope this helps. Also, on an unrelated note, automated settler units do not seem to be doing their jobs right, if at all. For example, I would have two settler unit types, one for building transport sites to other maps, the second unit type without this ability. After pillaging the site on both maps, the automated settlers with no build capacity would cluster around the old tile where the transport site once was, endlessly trying to move between maps at that location. And this would be even when multiple nearby cities would be pumping out pollution like crazy and contributing to global warming. And automated settler units with build capacity just work the othee maps like crazy completely leaving their home cities on the home map in the dust with just roads and irrigation while the newer cities on the "new" map get farms and railroads to no end.