As for the food storage "problem": I played an OCC up to the TH era and in my city was every wonder and building that stores food after grow. Even then only 70-80% of food was stored. So there is no "more than 100% stored" problem
- Center for Disease Control should get - 50 Disease, and -10 Disease in every city.
- Coal Fired Dynamo and the like should NOT require Power Lines or Electricity. The real benefit of those is that they come much earlier. If you'd be consequent, than the Clockpunk early fighter must require Flight.
- Why does Seedvault obsolete? You still need seeds to plant plants, even if you do astroagriculture (or whatever it was called).
- Why is it possible to build an Elephant Herd before Elephant Domestication? Or a Llama Herd before Cow Herd?
- Sealmaker requires Carving, but also Trade. Carving is needed for Trade, meaning this is a redundant prereq.
- Totem Pole requires Wood Working, but also Tribal (Civic). Wood Working is a prereq for Tribal (Tech). So Wood Working is redundant.
- Furniture Factory needs Carpentry as prereq -> This is obviously redundant!
- Jade Gatherer and Amber Gatherer requires Bead Making, but Amber and Jade show up at Barter. Bead Making is a prereq for Barter, meaning it is redundant.
- Bonfire requires Stick Gatherer or Lumbercamp. But Firemaking, which enables Bonfire, obsoletes Stick Gatherer.
- Funeral Pyre comes at Firemaking, but needs a Graveyard (comes at Masonary) -> Firemaking is redundant.
- Cockfighting Ring comes at Games, but also requires Poultry Domestication (Games Redundant)
- Carpentry unlocks Cooper which also requires Fermentation -> Carpentry is redundant.
- Carpentry unlocks Housing Hogans, but those need also Pottery -> Carpentry is redundant.