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Edit: also, as an experiment, try deleting the conquests.biq file from Conquests folder and validating files afterwards.
So, resources are spawning but at greatly reduced rates after the experiment you suggested. Example being one iron source per continent on a huge map.
Try making this thread on civfanatics.com forums, I think chances are better to find help there, if you haven't already
In the civ editor on resources is a numeric value for each resource called "Appearance Ratio".
It's description in the help manual is:
It doesn't really explain whether you want that number to be higher for more or not. Considering it's a ratio, it's probably inverse - so smaller numbers = more. But I could be wrong.
The only resources that have this appearance ratio value is just the strategic ones. All others have a value of 0.
I did this by taking 2 resources and make them the only 'allowed' resources on grassland. I then set one to 100 ratio, and the other to 900 (max value), and made a small island just of grassland. The last step was to have it redistribute (randomize) the natural resources on the map.
The resource with a value 900 showed up way more.
But yeah, with default rules, it appears iron should be about 2 of them per player, but also limited by terrain. According to default rules, Iron only shows up on hills & mountains. So if you do whatever age that makes the earth more flat (less hills / mountains), it is going to have fairly limited number of spawn places.
Additionally, hills can have: horses, iron, saltpeter, coal, aluminum, wines, incense, gold, sugar, and tobacco; mountains can have: iron, saltpeter, coal, uranium, gems, and gold.
So all of those resources are also competing for spots on the hills and mountains.
If the reason you want to change the code and not use the map editor because you want to preserve the map being random/unknown every time, that is still doable with the map editor and going to be far easier than trying to alter assembly code:
1. Leave the map blank.
2. In the Scenario menu check 'Custom Rules', leave 'Custom Map' unchecked.
3. In the Rules menu click 'Edit Rules...'.
4. In the 'Natural Resources' tab, tweak the 'Appearance Ratio' for each strategic resource. Alternatively, set it to 0 for all to have it just be pure random.
5. Optional: Tweak Disappearance Probability setting for each strategic resource. This setting determine how likely a resource is to be 'depleted' and then popup somewhere else. Setting this to 0 will make it so the resource is never depleted.
6. Optional: On the 'Terrain' tab, tweak/add what tiles support resources making it more available.
Save this as something like 'Favorite Rules' in your Scenarios folder.
You now still get the random map generation with the tweak appearance ratios.