I am enjoying the latest version (I didn't play the ones before), though I have some queries/feedback -
My capital city is size 4. It's surrounded mostly by seed farms, and its growth is currently stagnant - it stopped growing once it reached size 4.
The moment I research agriculture, all seed camps lose their bonus, so I'm down 4 food. My stagnant, stable city is now starving, and is likely to shrink down to 3 before I can churn a worker out. In fact,
all of my cities are shrinking. (see attached.)
This seems illogical for a tech that's supposed to help feed the people. Same with the commerce from my stone tool workshops at Sed. Lifestyles - I expanded to my limit based on my commerce and suddenly I'm down -1c per square, so I'm losing money.
Is there a reason for this? Currently a seed farm can be +1 food +1 gold, you then lose both the gold and food for a period of time, and then build a farm for +1 food only. (obviously farms upgrade with tech, but there's still an 'aaaargh' period when all your seed camps you were dependant on mean nothing)
My suggestion would be one of the following;
1. Automatically become a farm so there's no 'limbo' period between learning agriculture and getting farms built. But make it so a farm isn't worse than a seed farm (currently, it has less commerce until you research techs?)
2. Not become obsolete via -1 food, but stay as +1 food only and farms gain +2. This might unbalance the game so either base square yields would need to be adjusted (giving 1 less food than normal?) or pop. growth values might need to be balanced. Or perhaps seed camps are +1f only and farms +1f +1c.
3. Make seed farms -1 hammer as well so you've more incentive to build farms. And get rid of the sudden food vortex that happens to all seed camps when you discover Agriculture.
Otherwise I've some nitpicking here and there, nothing central to gameplay and probably not a priority fix;
According to Civilopedia for Improved Fishing I need Sedentary Lifestyle and Early Fishing - the Tech Tree says spearfishing. As Spearfishing gives nothing else, if the civpedia is true then it's a pointless tech, as I can already work water tiles through early fishing.
Civpedia again - when you hover over a tech and it gives you the required list, you get a couple of things twice. (see attached)
As said before, I am otherwise enjoying the mod, regardless of it being thus far a beta/incomplete. Nice one
edit: I've noticed the Arabic have 2 starting techs while the other civs don't - I presume this is a work-in-progress thing, but in the end are you planning on eliminating starting techs so they all start at the same point, or all civs start with 2 techs as per Civ Vanilla/BTS/ROM?