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@LawDog I haven't tried it on any custom maps so afraid I can't help there.
Yes, if you remember the devs had some issues when they introduced the guildmasters with this same sort of bug. The Guildmasters tradetown start was not a port near the water most of the time. They fixed it. But I think it is still wonky and this is probably their bug, which you probably cannot reach directly.
If it helps, I'm playing on the game servers, not locally hosted. But I'm struggling to think of what would cause it too.
But your fix works wonders after trying it. Simple and easy. Thanks!
What I can suggest is try editing the .c5m (change it to a .txt and open it then back to .c5m after) file for the mod adding this at the end of the file:
squareevent
+player 29
+turnnbr 0
+terr 355 #trade town
+class -3 "Terracotta Emperor"
alterterrain 882 #imperial colonu
endevent
That event should transform the trade town into an Imperial Colony at the start of the game. Anyone you're playing multiplayer with will need to use the same .c5m as you.
I was mostly testing in MP co-op with varying settings, tried differing settings (setting starting position to random instead of clustered or East/West did nothing), but couldn't find any rhyme or reason to the bug.
Anyway, I still would recommend this mod highly to anyone who loves Dominions, since it does seem to work flawlessly in singleplayer and is well worthy of a download for that alone. Cheers!
I think I encountered a bug, though: the yearly reinforcements I assume I was supposed to receive involving the officials capable of sending tribute didn't arrive in my capital. I assume this is because the random generation put me in a trade town instead of a port, but I can only speculate as I'm not familiar with the code.
(Also, I would LOVE to see MA Ulm in CoE. Keep doing what you're doing!)