Gandalf,
Happy Birthday (belated

).
I have downloaded and used several of your scenarios and random maps, and I appreciate the work to set them up and keep them available. Mostly I use the random maps for SP play, and sometimes DomMap new ones of my own.
I think we have similar opinions on how the random map generator weaknesses expose themselves. The assignment of poptypes from a standard (smart?) list would be a great addition. The visual map creation code has improved nicely for just a fractal/displacement terrain generator, but it does lack in some areas:
* there seems to be still a lot of large blocky areas of the same terrain type -- this makes about half of the maps visually undesirable for me, and unfair I think also
* the "scale" of the map to be generated does seem to matter during the terrain generation step, and I think it should. You should be able to look at the map texture alone without province boundaries, and be able to tell if it is small or epic (more ruggedness the larger the map, 25000 ft view vs 5000 ft view level of detail)
* lots of more/different gimp "Prettifying" options which could be scripted optionally (despeckle instead of gaussian blur to cleanup, canvas texture depth 2 is good for a Aran/DesetEye look, self-bump map for a 3-d look, script-fu fuzzy border, etc)
* Changing the color schemes can add a lot to changing the feel of a map, but I find that trying to stamp on visual addition details like mountains, forest trees, etc, just emphasizes the problem that the terrain doesn't make sense geologically. There are no mountain _ranges_ just blobs, forests only seem to exist between mountains and plains, wastes are as likely next to swamp as farmland, etc. There are other applications that generate random terrain on geological basis, but that may be moving too far from the fun parts.
What do we know about what Dom3 will have for pre-defined Gods/nations? Do you think there is much value at this point in packaging your starter gods, maybe with Zen's mods, for new players at all?
Sill