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There is no UI window which would allow it though, it is all in files.
Yet, it is a pretty advance stuff and I am not sure if without any experience or assistence you would be able to figure it out.
Nevertheless, here are some clues:
All the changes should be performed in mod.ims file in section <customizedGameData>
When you find <CustomizedGameDataType id="3", there are different options (meaning different climate types setups) and terrainId with percentages. This CustomizedGameDataType is setup for the "climate" part of the generator.
Which terrain is which be found in the same file in <terrainProperties>. For example id=1 is grassland, id=2 is plains, etc.
You can disable the "influence city" action when you delete this line
<MoveData msgType="97" /> in mod.ims (there is just one so you cannot make a mistake).
Regarding the tech tree - you can either modify the rules of custom worlds generation itself in sections <customizedGameDataTechnologies or you can give players in particular games (saves) certain technologies in the in-build game editor.
For more information about the game editor, please read this
https://cdn.cloudflare.steamstatic.com/steam/apps/1183470/manuals/GameManual.pdf?t=1612382367#page=199
and part "17.8 Research" particularly. It is extremely easy to change/add/remove certain technology for certain players.
I could answer the question regarding hero here, but the exhaustive and well structured answer is here
https://cdn.cloudflare.steamstatic.com/steam/apps/1183470/manuals/GameManual.pdf?t=1612382367#page=129
I'm glad these things are possible to do.
I have tried changing the mod.ims file, however I'll need some more trial and error to find which values i should modify exactly. I have some experience coding in C# in Unity, but only as a hobby, so I am limited.
Thanks once again!
Nevertheless, if you have experience in C#, you can try advance stuff like scripting in Imperiums. It is all written in C# and using .NET.
If you have any questions, feel free to ask in the mod subforum our directly on our Discord[discord.com]
But I think I found what I was looking for:
In line 43653: <MapGeneratorTerrainType terrainId="5" propotion="0.15" >
I ramp it up to .95 to test it and it worked. Will I need to re-modify this line after each update?
Override mod is quite a broad topic and it is simply not possible to explain it all here. Yet, you can check out the Troy mod and also the Fantasy mod created by a modder.
https://steamcommunity.com/sharedfiles/filedetails/?id=2379654978&searchtext=