Hmm I guess I could run it, rename the new .map to the old name, then run it on a new script.
Its just that I picture where the .ran files could get huge. Id rather modularize them by doing them one at a time and letting the .ran directory slowly fill up. Dont worry about it. I think I can do it with the way it works now.
Im thinking of
A)create a .ran that adds knights to farmlands
B)create a .ran that adds horsebrothers to plains (or rip off yours)

C)create a .ran that adds archers and "trained falcons" to forest (a.k.a. the birds from Call of the Wind)
Then I could switch to a "specials" directory. There I would have .ran files that did things like 5% of something should be different so that you cant automatically know.
I would keep going that way adding .ran files for what I consider logical additions to common locations or special surprise ones. It would be easier to do it this way than to try and create one huge .ran file. If I run them sequentially then it should work out all right. And it would make it easier to keep adding on. I could even come up with a foreground script that uses a list of .ran so I can choose each time how many of them I want included in the run.
Im also beginning to get interested in doing some scripting of my own. Such as one I can run after all of that for finding someplace to put a special province where the magic sites, population, guards all match a theme. Or a "dead nation" with a castle, lab, temple, a misplaced deity, bodyguards, units, magic items, etc. Im thinking of having it only check the nostart provinces for that.
(feel free to steal any of this and save me the work if you want)
