Thanks for digging in and taking a look at this. Good to know that it may have some issues in its assumptions/approach. Is it worth touch rwgmixer at all? What would you do if your goal was to increase the number of buildings on a map (not to an insane amount, but just to ensure more POIs and more skyscrapers and other difficult buildings are out there)?
The creator and I chatted and I gave him a bunch of information. My understanding is he's changed the bias issue and he's changed his replacement rwgmixer.xml file into a modlet so you don't have to replace the game's file. It will be much more friendly to other modlets now.
Related to your goal, we might be better talking about this elsewhere from the Dev Diary, but I'll pass along some generalities based on my observations with 1.0 RWG. (I've not yet generated lots of worlds in 2.0 and run stats on them.)
With an 8k map and the game's rwgmixer, you're likely to see every POI get used and many of them used several times. If you just want more POIs, then set the number of Settlements and the Number of Wilderness POIs to the highest setting. It's the 8k and larger worlds where I start to worry about having enough variety.
Once you start talking about smaller maps, then you get fewer possible locations for POIs and then it becomes more likely that RWG cannot use all of the POIs available to it. Places in the world become more unique.
RWG's priorities, based entirely on the "score" comment in TFP's rwgmixer.xml file, will place higher tier POIs before lower tier POIs, unless you get in and start messing with bias and weight settings. TFP gives the traders a very high bias, but they also limit the number appearing, so basically, they'll place traders first into locations that can have them. Unless you want more or fewer traders, I wouldn't mess with their trader configuration. It's a bit of a delicate balance between available spots on tiles, the bias setting, and max appearing settings.
New with 2.0 appears to be a bias of 5 for rural filler. I suspect this is because the rural district wraps cities and it gets lots of tiles, so it needs lots of POIs. The rural filler POIs aren't as obvious as farms and businesses, so you perceive less repetition. The two places you're likely to see lots of repeated/duplicated POIs are: rural district, wilderness. That modlet, by changing the bias for those rural fillers to 1, should lead to more buildings in the rural district. I might go along with that change, actually, but you have to remember my modlet is also trying to deal with duplication in that area, and I add lots of rural content, so TFP's bias of 5 might not be needed when there's more choice available for RWG.
If you want more Tier 5 POIs, you have several possibilities:
- Set the bias on those to around 2.
- Install more (there are custom POIs available).
- Copy existing POIs and give the copies a slightly different filename; RWG will see them as if they were different POIs.