getNumHiddenCustomMapOptions() Not in Totestra (optional)
getNumCustomMapOptions(): Input: None. Output: Int, number of parameters (besides size, climate, and sea level) that can be adjusted by the user
getCustomMapOptionDefault(): Input: Array. One element: The option number. Output: Int, the default value for this option
isAdvancedMap(): Input: None. Output 0 if this map is "not" an "advanced" map (a map which needs "custom game" to be seen) Make this 0; some mods don't work with "custom game".
getCustomMapOptionName(): Input: Array, one element. One element: The option number. The output is the name for this option. Keep in mind that in "quick game", this is preceded by the string "Select a" so it should ideally be a grammatically singular noun.
getNumCustomMapOptionValues(): Input: Array, one element. Element 0: The option number. Output: The number of possible values this option can have.
isRandomCustomMapOption(): Input: Array, one element. Element 0: The option number. Output: False if this option's value should be randomly chosen, True if it should be random.
getCustomMapOptionDescAt(): Input: Array, two elements. Element 0: The option number. Element 1: The choice for this option. Output: A string describing a given choice for a given option.
isClimateMap(): Input: None. Output: 0 if we are not allowed to select the climate for this map; 1 if we are allowed the select the climate for this map (Temperate, Arid, Cold, Rocky, and Tropical, but not in that order).
isSeaLevelMap(): Input: None. Output: 0 if we are not allowed to select the sea level for this map; 1 if we are
beforeInit(): Input: None. Output: None. Used by the map script to store the options selected by the user. To get options, start by having CyGlobalContext() create an object. Use the method getMap() in the CyGlobalContext()-created object to get map information. For example: foo = CyGlobalContext() ; bar = foo.getMap(). This second "getMap()" object has the following methods of interest for getting map script options:
In other words, if this returns (36,24), that means Civilization 4 should generate a 144x96 map (144 squares wide, 96 squares high). Note that the "multiply by 4" rule was removed in the Colonization total conversion.
http://forums.civfanatics.com/showthread.php?p=11624647