The diplomacy one is actually a different bug than the usual python problem. I can give you a quickfix for it, but it's not multiplayer-compatible.
Please do, maybe this will fix promotion bug also

The diplomacy one is actually a different bug than the usual python problem. I can give you a quickfix for it, but it's not multiplayer-compatible.
Cuall are due some light additions yeah, a couple of UBs, some additional uniqueness for their priest line (including a disciple) ( and possibly some unique assassin line too).I recently played as the Cualli for the first time in a long time, using the latest SVN revision.
A few thoughts and suggestions:
1) I know the Cualli are primarily designed as a defensive civ, with the automatic terraforming, jungle combat bonuses, etc., but I think they could use a unit that can do a +20to pacify a conquered city. One possibility would be a new Tier 1 Disciple Unit, maybe called Disciple of Agruonn, with this ability. Alternatively, instead of creating a new unit maybe Priests of Agruonn could be given this ability, to make it somewhat more costly.
I remember @black_imperator saying that he wasn't thrilled with the +20ability, so if you get rid of that for other Tier 1 Disciple Units, then this issue goes away.
2) Priests of Agruonn can't upgrade to Eidolons, Druids, or Paladins. (I know the Cualli start as Evil and even with Broader Alignments on are unlikely to become Neutral, let alone Good, but on principle all three upgrade paths should be available if one is available.) Unrelated to the Cualli, but the same is true of Priests of Winter.
Maybe there's a reason that these units don't get the same upgrade path that other Priests do, but it's obviously inconsistent.
3) Because the Cualli can't research religious techs and build temples, they're weak culturally and perhaps could use some new culture buildings, the way the Grigori got some new culture buildings compared to base FfH2. One thing that comes to mind is something like a Temple of Agruonn, costing the same as other temples (120, IIRC), and giving +20%
, maybe available at Philosophy or Way of the Wicked.
I can't really think of others offhand, but you get the idea.
On another note, is there a way to get rid of Mist permanently? I was i a war with the Sidar and was able to use Gust of Wind to remove Mist, but that's only temporary. Even after I conquered Sidar territory, the Mist would come back. Is Dispel Magic necessary?
I noticed today that you've gotten rid of the Dexterous Trait for the Ljosalfar while keeping the Sinister Trait for the Svartalfar and I'm curious as to why. I thought it was a nice way to differentiate the two Elven civs, with one being better at Recon and the other better at Archery, and would advocate bringing it back. Is there something else planned for the Ljosalfar instead?
Please do, maybe this will fix promotion bug alsoAs for other issues - I haven encountered any. But to be honest my gameplay was quite short.
Thanks!In Assets/python, replace the CvDiplomacy file by the one i've just attached. it should stop the disappearing diplomacy text
As far as i remember, both traits were cut and replaced by a promotion gained automatcally (exact same effect, just no trait). I'll check the code to see if it's still the case
I took a look in the Civilopedia and saw that Dexterous is an auto-acquired promotion for Ljosalfar Archery units, so that part sounds right. The 'pedia still lists Sinister as the Svartalfar Civilizational Trait, though.
Yay! Any notion as to when that might be? I would love to have a steady game of this (which would also help spur me to do more on the events and even on the code), but it's just unplayable in late game right now.yeah i know, i intend to work mostly on stability and optimization once i get a proper computer back.