General Tso
Panzer General
Civilian and Military units ARE being placed on the same tile by the mod - if the mod is placing the units. When the default units are used then the game places them as usual.
It's funny that you should mention City States. I was just debating on adding a "Armed City State" option where City States start with a few units. It would probably be something simple like a click box to enable it, along with a slider with values from something like 1 to 3 units. I could make the unit type user selectable but it might be better to just make it automatic. Where the unit type would be the wimpiest melee unit for the starting era. Maybe include a ranged unit.
I'm not totally sure if it's a good idea because it might cause the opposite problem - where to many AI Civs don't get their first city, but I'll try playing with it and see what happens. Maybe I can make some more improvements to the AI's combat ability when conquering it's first city.
If no other bugs are reported I'll probably release a version 3 that will include the ability to change the human player's starting bias, would have the beta status removed, and will be available on Steam. Then I'll look into the "Armed City State" idea.
I'm also thinking of making a separate "Game-Play" mod that would include the luxuries idea plus other things (maybe the barbs idea). If I do that I'm going to look into the possibility of have Really Advanced Setup mod automatically detect if my game-play mod is installed. If it is then Really Advanced Setup mod would add an extra panel that could be used to change the setting in my game-play mod before the game starts. That would be the best of two worlds. The user could use the RAS mod by itself if they are using other game-play mods or they could use it with my game-play mod and be able to turn things on and off before the game starts.
It's funny that you should mention City States. I was just debating on adding a "Armed City State" option where City States start with a few units. It would probably be something simple like a click box to enable it, along with a slider with values from something like 1 to 3 units. I could make the unit type user selectable but it might be better to just make it automatic. Where the unit type would be the wimpiest melee unit for the starting era. Maybe include a ranged unit.
I'm not totally sure if it's a good idea because it might cause the opposite problem - where to many AI Civs don't get their first city, but I'll try playing with it and see what happens. Maybe I can make some more improvements to the AI's combat ability when conquering it's first city.
If no other bugs are reported I'll probably release a version 3 that will include the ability to change the human player's starting bias, would have the beta status removed, and will be available on Steam. Then I'll look into the "Armed City State" idea.
I'm also thinking of making a separate "Game-Play" mod that would include the luxuries idea plus other things (maybe the barbs idea). If I do that I'm going to look into the possibility of have Really Advanced Setup mod automatically detect if my game-play mod is installed. If it is then Really Advanced Setup mod would add an extra panel that could be used to change the setting in my game-play mod before the game starts. That would be the best of two worlds. The user could use the RAS mod by itself if they are using other game-play mods or they could use it with my game-play mod and be able to turn things on and off before the game starts.