MagisterCultuum
Great Sage
There are a few new Area of Effect spells. There are multiple versions of Pillar of Fire, which all use the same python code as the original. The Evangelize to Units spells are xml only in their results, but in more recent releases are AoE python spells as far as prereqs go. The python for Cult of the Dragon units belonging to non-dragon civs, Empyrean units belonging to the Calabim, and White Hand units belonging to someone at war with Auric Ulvin abandoning their owners work much like AoE python spells.
I just added if not pPlot.isNone(): after every instance of pPlot = CyMap().plot(iiX,iiY) in CvSpellInterface.py. (A few AoE spells already had this, but a most did not. A couple had it in the effect but not the prerequisite.) This should eliminate any errors of spells hitting the corners of maps and so might improve things, but I have not yet tested it to be sure. (I don't really have time to play a test game tonight, as I have to wake up early tomorrow morning to drive my father to his chemotherapy appointment.)
It is possible that Sacrifice the Weak is partially responsible for the revolts, as with Puppet States and Revolutions activated I believe it adds to instability caused by non state religions. A revolt set for 2 turns is probably a Cult of the Dragon issue though. (I just now added messages for the revolts caused by Cult of the Dragon, The Empyrean in Calabim lands, and the White Hand when at war with Auric Ulvin after The Draw is completed, so it should be easier to know for sure next release.) You need Inquisition or the Purge of the Unfaithful ritual (available at Priesthood) to deal with that.
I went ahead and made a note in the Pilgrimage help text that Devouts automatically get the bonuses for unique features controls at the time they were created.
Building the Mercurian Gate as Ethne the White is canonically quite appropriate. As Einion Logos, it is more fitting to be really upset with whomever it was who lets the Mercurians into the world.
The difficulty is changing because I forgot that I'd left the Flexible Difficulty game option as a default before releasing my modmod. That will change in the next release, and can easily be turned off in a custom game now.
I just added if not pPlot.isNone(): after every instance of pPlot = CyMap().plot(iiX,iiY) in CvSpellInterface.py. (A few AoE spells already had this, but a most did not. A couple had it in the effect but not the prerequisite.) This should eliminate any errors of spells hitting the corners of maps and so might improve things, but I have not yet tested it to be sure. (I don't really have time to play a test game tonight, as I have to wake up early tomorrow morning to drive my father to his chemotherapy appointment.)
It is possible that Sacrifice the Weak is partially responsible for the revolts, as with Puppet States and Revolutions activated I believe it adds to instability caused by non state religions. A revolt set for 2 turns is probably a Cult of the Dragon issue though. (I just now added messages for the revolts caused by Cult of the Dragon, The Empyrean in Calabim lands, and the White Hand when at war with Auric Ulvin after The Draw is completed, so it should be easier to know for sure next release.) You need Inquisition or the Purge of the Unfaithful ritual (available at Priesthood) to deal with that.
I went ahead and made a note in the Pilgrimage help text that Devouts automatically get the bonuses for unique features controls at the time they were created.
Building the Mercurian Gate as Ethne the White is canonically quite appropriate. As Einion Logos, it is more fitting to be really upset with whomever it was who lets the Mercurians into the world.
The difficulty is changing because I forgot that I'd left the Flexible Difficulty game option as a default before releasing my modmod. That will change in the next release, and can easily be turned off in a custom game now.