Divine Yuri
Never Closes Chrome
@Yuri: (I can call Yuri, right?) So does the program randomize components of nodded civilizations by its now? I didn't quite understand your explanation...
(And how does it interact with alternate leaders, mods that add new components to existing civilizations and move existing components to new civilizations?)
Think of it as there is a pool of possible components, and when adding modded civilizations you are adding to this pool, but as most mods have about 2 components for the modded civilization if the number of components per civilization is too high it can't find a way to divide up the components equally, and so restarts the random process till it finds a way.
Mostly just to put it in some terms there are 86 normal components, and 43 civilizations. With events and decisions the number goes up to 172 components which is just enough for 4 components each. Now if you add a modded civilization with 1 civilization, 1 leader, and 2 components the pool becomes :
44 Traits
44 Civilizations
174 Components
174/44 = 3.9545 Which means it'll never find a way to give 4 components to all civilizations as there isn't enough in the pool. Now if you set the number of components to 3 than it'll have no trouble as it just needs to give 3 components for every civilization. Which it has enough to preform this action up to 43 additional civilizations.
Picture :
The "Number of Components" is the option that allows you to decrease the number of components per civilization.
The only problem with civilization splits is the auto-modder. If you manually go into the Defines/Mods/NameOfDuplicateMod, and remove the duplicates you'll have no problems.