@ariel552 what's your issue exactly with capital cities ?
the TSL seems to work fine on my end for Spain and USA, but it's possible that the AI moves its unit before settling.
The script didn't use brute force for ocean separation as in the vanilla script, instead it lower the "height" value of plots in those regions, making them more likely to be coastal or ocean than land (this is what reduces the blocky aspect of the map)
In most generation, there is an ocean separation, but it's not impossible that coastal tiles are placed and allow reaching the distant land.
Not sure if it's easy to solve, I've put it in my "to do" (maybe Firaxis will release more "organic" map script before that)
The map script doesn't change the resource code, neither the position it's called in
the east-west selection is based on human player's starting location, it's also vanilla code (if you spawn in Americas, then the Old World is the distant land, if you spawn in the Old World then the Americas are the distant lands)
I've added a "debugging" section in the mod's download page, that could help see the issue, I'd like to know if those resources are on distant land or homeland tiles.
then the game may think that's the best position, the mod doesn't change the placement logic for non-TSL start.
I wasn't expecting something like that this fast !
I used your tool for HK, thank you very much for it, and if/when elevation and rivers placement are possible, it would save me a lot of time if it could export the HK map to a table format similar to the one used in civ6 (or civ7, a new format will be needed, but I should be able to import both in YnAMP), the other day I was pondering if I should write a plugin for HK or try to edit your tool's code
ping me in your thread if you have any question
I have the impression there is a bug in the game's code that don't add civ above the default value of the map (which is 8), even if it allows a max of 10.
Meaning you'd have to change the <DefaultValue> in the <MapSizes> table (in "\ynamp\modules\config\config.xml")
I didn't change it by default, as there have been issue reported in relation to number of beliefs/religions when the number is >8 IIRC
ATM 128x128 seems to be the max (haven't tested in height, but when width >128 the tiles after x = 127 have no graphic terrain rendered)
230*116 is loading (with the above issue), didn't test the limit, but I was very far from my RAM or VRAM limit. (in civ6 VRAM was a limit at the beginning, but later map size limit was hardcoded more VRAM didn't help to load bigger map than 200x104)
Bad luck I'd say. Or more precisely no additional luck for starting positions with TSL I suppose.
The mod still use the game's code for resources, in the same order as the original scripts.
"assignStartPositions" is called after resources, but there is a "startSectors" called before, and I've not looked to closely at the assignStartPositions file yet (I have PTSD whenever I see that file name from civ5 and civ6 times)
I'll have to check how resources are balanced around starting positions at some point.