Hi,
Is it true that the Mod's geographic resource placement option only
removes (luxury) items in given regions?
I noticed an interesting difference between a map generated with- and one without this option selected, and came to the conclusion that the option had removed alle the Silk and cotton (and more ofcourse) from Europe, but did not replace these with say Wine or Furs. Germany still had quite a barren landscape (only Deer) and rest of Western Europe was quite scarcely resourced as well

.
Although it provides quite interesting game-play (all european civs racing for luxuries) it really cuts Germany a raw deal... Would love to see some balancing tool in v0.8
Cheers
This option of the mod do not remove resources, it just had a check during the resource placement to forbid placement in some region. (I develop that in the second quote)
The "balancing tools" are available via editing the XML files of the mod, I've posted some info on how to edit them in the thread (not sure about this specific part), I'm sorry that I've not regrouped everything yet in the first post, but I hope I'll find the time to do it.
Oh, hmm, that's actually an option that I play with quite a bit, which might explain some of the scarcity in Europe as you say.
So how does it work, does it:
- Place completely random resources, then go back afterwards removing any that shouldn't be in that geographic location.
- Reduces the random resource choices by location while placing them.
Ideally it should be the latter as that will ensure an even coverage with the geographic settings still taking affect.
The other question is whether this affects requested resources for civilisation starts, as these shouldn't be removed (or should be placed last on tiles reserved earlier).
I'll have to try Britain with geographic resources turned off to see if it makes any difference.
That's neither
Let's say the vanilla civ5 function has calculated from map size and number of selected civs that it should place 30 silks.
The engine try to place this 30 silks one by one, until all are placed or there are no remaining tile to place one.
For each one it try to place, it check if the tile is adequate depending of the resources : some need a forest, some need desert, some need hill, some need no other resources placed near it, etc...
I just reused the vanilla function and add a check there to test if the tile is in a region allowing this resource, nothing more.
When balancing, a resource shoul be allowed in enough region so that it does not appear "en masse" in just one or two.
The problem with Europe is that the resources allowed there are mostly allowed everywhere, so they are dispersed as opposed to some more specific resources (see ivory in africa and south asia or look at the amazon region when using this option for example...)
So yes, maybe the calculated number for a ressource should scale with the number/size of regions it's allowed in, I'll add that to the todo list, thanks.
The resource requested for Civs starting position are independant of this option, if you want to give horses to USA for example, you can, those resources are placed first btw, and the "true geographic placement" won't remove them.
A couple of questions.
1) I was looking at your map in the worldbuilder and comparing a few cities versus their starting coordinates. Most of starting coordinates do line up with the capital city but a few like London do not. Is there any rhyme or reason to assigning starting positions?
2) I was looking to make a new version of the map, by assigning all civs except Polynesians (don't have that one) and for now only adding in some vanilla CSs. Is there any conflict with the new files that won't like civ rearrangement and placement from worldbuilder or scenario builder? Do I have to change starting positions of TSL?
Note: now I can get the Custom game menu to load, but I can't get the mod to load. And no maps are listed.
I'm not sure I've understand correctly the question here, but the map used for this mod should stay blank, else it will conflict with the placement made during initialization.
For capital starting positions, there are some tweaked for gameplay, but I take in account all suggestions if you find one that is really out of the place (or should be costal/land only and is currently not)