The easiest way that I am aware of how to do this, is by editing the mapfile. However, this requires that you know the exact starting position of each nation:
If you know the starting position of a certain nation (for example let's say province 23 for Caelum), then place an additional scout in this province and give him the item:
Code:
#setland 23
#commander 426
#additem "Hunter's Knife"
#additem "Pocket Ship"
places a scout in province 23 and gives him a Pocket Ship and a Hunter's Knife. If this province 23 is then owned by someone right from the start, so is the commander and his belongings (#start,#specstart,#owner can all be used for this, see examples further down). Be sure to use "#setland" instead of "#land", for "#land" will wipe everyone else from the province (e.g. a pretender and initial troops).
For an example of this, take a look at the V4.2 mapfiles for my maps
Drea and
Chandrea, which place PocketShips and some magical trinkets within all possible random starting locations (specified by #start 23). You could easily alter my maps for your purpose for a testrun by removing all #start commands and replacing them by an appropriate number (one for each participating nation) of #specstart commands. Then add the #additem commands for the items/artifacts you desire after the added pocket ships into the sage's pockets.
Furthermore, if you want special items for special nations, you must place the captials of each nation manually:
Code:
#specstart 7 23
says that Caelum will start at province 23. The number for nations are explained in the mapedit.pdf, which comes bundled together with the Dominion patch (at least the archive for the Linux V2.16 patch contains and installs it in dominion2/doc).
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Another lenghty way for obtaining random starting locations and prohibiting the item-scout to be of use, would be the placement of 17 additional white dots in the upper right corner of the tga file (so that the new dots get the highest province numbers and do not mess something up). Place scouts and items into these provinces, remove population and magic sites from these additional provinces and do not connect them to any other provinces, so that the scout is stuck there being useless, the provinces not contributing at all:
Code:
#land 234
#commander 426
#additem "Hunter's Knife"
#additem "Pocket Ship"
#lab
#owner 7
#population 0
#poptype 26
#killfeatures
However, this is rather a cumbersome work-around and quite some work. It would only pay of if you plan to play the same map with similar item distribution more than once or if you want to make your mapfile available in the community so that everyone can enjoy an easy-to-use item-preplaced game...