Issues of a continents game
The only issues are:
1. you can't have people distributed in more than one continent (am I wrong?)
2. fiddling with non-all-temperate settings can lead to VERY imbalanced start positions, expecially for BIG games where you can find yourself in a hills&grassland paradise or, at the opposite, in the middle of a jungle/swamp/desert hell (however GT01 would prove the opposite as I started in a incredibly horrible position, and now I'm the leading guy)More about planetology
Some times ago I wrote the results of my planet experiments http://forum.longturn.org/viewtopic.php?id=19
You can find some related topics by me also here: http://civland.org/forum/viewtopic.php?f=31&t=410
and http://civland.org/forum/viewtopic.php?f=31&t=411 Wanted features
I only have to add a thing about custom planet generator
I would love if some code expert (Davide?) could find the way to fine control the planet generator and player placement engine, in different ways:
1. generate different size continents (as in Earth) and populate them in a randomly way, only making sure that everybody has a decent amount of land around him, and that there's enough (say around 50%) unsettled/undiscovered land. Something like Civ1 generator would be good.
2. In general, place the players in a way that meets some minimal balance criterias.
3. Achieve a more earth-like climatic rendering, without those predictable, unfair and unesthetical) stripes of desert/jungle/temperate/tundra which occurs when you disable alltemperate. Earth map has ALSO some climatic stripes but it is much more impredictibly varied. This would be the goal.
4. Allow more random and unpredictiblicy by mixing/randomizing continental with island features, e.g. you may find yourself alone or with just another guy in a island without being sure if yours is a normal sized island or if there are also big inhabitated continents (or viceversa).
5. Allow "random" in some setting values (e.g. landmass) such that one can't know which is the actual value chosen by the generator.
6. Allow finetuning of island games in a way that you can INDPENDENTLY set the size of the islands, their distance and the number of players in them.
About (6), I think Akfaew masters it. Plus, there have been a discussion in LT forum about LT31, which was PURPUSELY thought as a network of balanced island in which most where connected by plain shallow Ocean tiles while few other were not (thus not reachable by triremes). This created a intricated maze of island connections, let's call them "archipelagos" virtually isolated between them and containing a microenvironemt of few players (2 to 10). The only bad thing about LT31 (other than it was by far too big) is that with Navigation all of this "superimposed" maze-like map went down and the world became a plain standard-island patchwork too early.
In my opinion, island games can become interesting if we master (6) AND if we delay a lot (e.g. till the Industrial era) the ability to sail Deep Oceans, in order to delay this 2nd game phase.