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tileID = (mapWidth * Y) + X
So a tile with XY of 36,32 is actually tileID of (mapWidth * 32) + 36. Map width is dependent on the map you have. If you open a save file one of the first entries in the xml file is mapWidth.
OR....
If you are on the TEST branch of the game you can go into options and turn on debug information. When hovering over a tile if you hold down ALT it will show you the hidden tileID.
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With addunit, playerIndex 0 is always the human (in single player). The human can't be a tribe, so using TRIBE_NUMIDIANS will result in no unit. No error, because errors are hidden on the MAIN branch (you'll see errors on the TEST branch though). Any attribute in brackets is optional. Also, the tileID is probably wrong if you did XY, not the unique tileID as formula above.
addunit UNIT_PIKEMAN 3732 0
Will create a pikeman for the human on tile 3732 (tileID, not XY).
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EDIT to add:
In the TEST branch, turning on debug information will also show characterID's, unitID's, tileID's, playerID's in all the tooltips.
https://docs.google.com/document/d/1QewnNdY2IEd0M2GaDywxfZYDSwqlPENC3u62c0a_bTY
Editor has a top tab for Vegetation, click Trees, right click the tile you want to remove them from. Same for adding units - click the right unit icon and nation / tribe, then left click a tile to add them.