Great Scouts: Yeah, Great Scouts don't count for the great people abilities in any of my mods (Olmec, Poverty Point & Shang). This was intentional when I first added these type of abilities with Shang (as I wanted to reduce the number of sacrifices), and I chose to keep it consistent in my later mods.
Interface: Same thing, all my mods that have some sort of extra interface (Olmec, Poverty Point, Shang & Xia) will only update at the start of a turn. In almost all cases, the bonuses these interfaces show are consistent throughout the turn (and can only change at turn start) so there's no need to have them dynamically update mid-turn. Updating each to dynamically change mid-turn would require a ton of extra checks in lua at the various city-screen open, tech researched, unit moved, city conquered, building built, etc. hooks that I don't really consider it worth it for a minor aesthetic issue that doesn't affect gameplay.
The interface still showing in the city screen
is something I hadn't noticed, though. JFD, in his infinite greatness, has actually already provided a fix, so I will update the mods in the near future. Thinking about it, my mods that use Sukritact's City Info Stack probably also have this issue, but, again, this should only be aesthetic and not affect gameplay.
Tourism: Blame Firaxis. Tourism isn't technically a real yield, so we have to cheat to get it to count as one.
GA Points on Map: This would require a DLL edit, which would then make the mod incompatible with other DLL mods. However, the Olmec mod is consistent in that there is only one head type that doesn't have an extra visible yield (so any head without additional culture/faith/gold/production gives GA points). The golden age tooltip on the top panel
does also update (and dynamically mid-turn, no less) to show how many GA points you are currently earning from heads.
Administration Level: This value is static and correlates to the distance the city is from the regional center. Essentially, the closer a city is settled to a regional center, the more food & maintenance reduction it can earn. I believe the only way I implemented to enhance this effect is with one of the civ's decisions when using Sukritact's E&D mod.
Falcon Dancer: It's a bonus 50% production modifier applied when the unit's production is calculated at turn end
Full Release: No idea. If they ever do get art they will be posted on Steam. Otherwise, at this point, I'm satisfied just having posted the build.
Cradle City-States Pack: That shouldn't be happening, as all my mods should have JFD support. I'll look into it, but it might be the general mod issue that happens where sometimes Civ V doesn't completely unload a mod from a previous game, so then ID order and font icons are all messed up when you start a new game. I'd suggest to try it with the full Cradles Civ Pack (which also includes the city-states) and see if it still happens.
A General Note on JFD Mod Compatibility: As said, all my mods should be fully compatible and updated for JFD's mods. The big exception is the Kuikuro and ExCE. Whatever CP DLL change allows blocking movement in jungle before optics, also blocks building any non-route improvement in jungle (even if a unit should be able to) before researching optics. This also extends to the Olmec, in that great people can't build heads in jungle before optics. There's nothing I can do about this. I suggest giving an AI Kuikuro the optics tech with IGE at game start, if you still want to have them in ExCE games.
Thanks for the help!
Finally, as I use all of your civ mods incl cradle CS, would it be better to load the full Cradle pack instead? If you make updates to individual mods, will these automatically flow into the Cradle pack?
I believe the Cradle pack may be more up-to-date than the individual mods; should probably let Tomatekh settle that one though, rather than put words into his mouth.
Actually, I've been a good uploader and the versions in the Cradles Pack and standalone are identical
So, yes, if you use all the mods, there's no reason not to use the pack.
(The Olmec are the one exception, as only Leugi can upload the standalone version, but the version in the Dropbox link I provided is identical to the one in the pack. The pack also has an SQL file which allows you to set individual civs as playable/unplayable, if you only wanted to use 4 out of the 5 civs, etc..)