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A standard sized world map (80x52) with upscaled Europe and Japan, all Civs and City States are as close to their real world locations as good gameplay will allow. Asia: India, China, Lhasa, Singapore, Kuala Lumpur, Hanoi, Jakarta, Sydney, Colombo, Manila. These Maps do not change any default settings and so it is possible to enable Steam achievements whilst playing. Version 5.0 - Changed Map Pack name, added 'Limited' map and fixed Egyptian starting position in all maps. Version 4.0 - Added Manila and La Venta, shifted Mayan starting position south and adjusted resources and terrain in central America. Version 3.0 - Variety of issues addressed relating to Victory conditions, starting positions and England.
The initial map design was the Large world map done by Vadus, which can be found here: Vadus World Map.
Special thanks to markusbeutel as well for kindly allowing me to use the diplomacy component of his Nights mod with the Vanilla map.
Check out my standard sized world map for Civ 5: Vanilla, Gods and Kings and Brave New World!

At the moment, however, there appears to be a problem in that the small size of the map, coupled with the close border proximity, is making the AI even more volatile than it usually is. The 1000 AD scenario is about half-way done, although the project has encountered a small hiccup.
I'm assuming that this isn't a common occurrence as this is the first I've heard of the mod failing to install properly.
Siam was left out though in order to fit three City-States into South-East Asia to try and recreate the dynamic feel of the region in a way that adding Siam would not. Tthe 1000 AD scenario which has been much delayed due to the backwards way you have to design scenarios to get them to work with custom Civs. I've decided to discontinue support and updates for the vanilla version of this map unless there is strong support for the vanilla version to be updated. The map itself now only uses the Gods and Kings DLC and has been updated to take into account the new Civs and resources. If they can't then, then all lake resources would be unattainable (in particular for AI who might not settle directly on the lake).
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Resources are very localized, for instance there's no sugar outside of the Caribbean or cotton outside the southern United States. As it turned out I ended up placing every resource by hand but the initial map sculpting was Vadus' and I'm quite grateful for having such an excellent starting point. As there's a need to add some city-states (current version has renamed CS's, but that doesn't appear to carry over to notifications arising from them), it may be that those Civs will be modded in.
Hopefully a bit of modding will solve this (I'm thinking of the NiGHTS mod's diplomacy system).

If anyone has any experience in combining Civilization packs into one mod I'd appreciate it if they could send me a message. The scenarios, however, have been delayed because for some reason I can't figure out how to get the extra Civs to work with the map.
I have tried to install this mod both manually and automatically through the in-game download. I'll walk you through the manual installation process, as that's the one least likely to produce a problem you can't overcome.
Then again, I've had very little feedback (none, to be precise) and perhaps that's because nobody has managed to get it to work. I've also buffed the European starting positions in comparison to the Vanilla map and made it slightly less difficult to obtain strategic resources like oil, uranium and aluminium. As well as being found here, it is also available on the Steam Workshop and the CivFanatics download centre.
That's not entirely realistic, but it should help create some interesting situations and encourage long-range expansion and colonization (for the human players anyway). The extra Civs load perfectly for a normal game, but don't display on the Civ selection screen when Load Scenario is picked on the Map. If anyone knows why this is, or wants to help create scenarios for this map (those listed or otherwise) please feel free to message me. The same thing applies for the limited victory conditions, you'd have to create several versions to account for the different possibilities.

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