Currently, it's pretty common for "bad start locations" to occur, as maybe 20-40% of all of them don't allow a city to grow to size 3, and thus produce a Settler, without tile improvements (which aren't yet added). This especially affects the AIs, who settle there anyway, but even for human players, getting stuck in the middle of the tundra is not usually considered a fun start to the game.
generateStartingLocations in GameMap.cs should be enhanced to ensure that all returned locations can grow to size 3 with just the base terrain yield values.
It should also probably be parameterized so it ignores that for barb camps (the shared code for start locations/barb camps is also somewhat questionable; it's shared because it ensures there is a minimum distance, and that's useful for both, but it doesn't ensure a minimum distance between a start location and a barb camp, and barb camps don't care about growth, so it's a somewhat false shared path).
Currently, it's pretty common for "bad start locations" to occur, as maybe 20-40% of all of them don't allow a city to grow to size 3, and thus produce a Settler, without tile improvements (which aren't yet added). This especially affects the AIs, who settle there anyway, but even for human players, getting stuck in the middle of the tundra is not usually considered a fun start to the game.
generateStartingLocations in GameMap.cs should be enhanced to ensure that all returned locations can grow to size 3 with just the base terrain yield values.
It should also probably be parameterized so it ignores that for barb camps (the shared code for start locations/barb camps is also somewhat questionable; it's shared because it ensures there is a minimum distance, and that's useful for both, but it doesn't ensure a minimum distance between a start location and a barb camp, and barb camps don't care about growth, so it's a somewhat false shared path).