I have noticed that the ones that require the Financial District are coming up sooner then expected. this should be change and next update
I already changed it my end:- 1002 Patch notes:
Great Merchants from Classical, Medieval, Renaissance now require Merchant Quarter.
Regraded Warmonger points. Grades up by 3(3,6,9,12 ect) per Era starting in Classical.
Watchtower change to Guard Tower:
- Guard Tower provides +1 Range to stationed units and +10 Inner Defences.
Tweaks to the Game Calender.
Fixed Cook Shop and Butcher Prereq's been wrong way around.
Increased upgrade costs by 10%.
Farmstead now provides +1 food for each adjacent Farm or Pasture.
Increased Farmstead food yield by +2.
Farmstead moved to Merchant Quarter.
Project GP Points reduced to 1/4 of Vanilla.
Updated Settler text.
Added Default Icon for Merchant Quarter Project.
Increased Unique Improvement Yields:-
- +1 Faith for Sphinx, Mission, Colossal Head, Kurgan.
- +1 Culture for Zigguratand Chateau.
- +1 Production for Fort.
- +1 Production and Gold for Roman Fort.
- Chateau housing increased to 1.
Included Detail Worlds mod. (Since some of you are reporting issues)
Included Wondrous Wonders.
Tweaked Barbarians:-
- Added Heavy Chariot and Heavy Cavalry classes to Cavalry Tribe.
- Added Masonary as a Free Tech for Barbs.
- Increased Barbarian tech rate to 70%.
- Increased odds of Camp spawning by 50%.
- Increased boldness to pillage and attack cites slightly.
Removed the Food reduction from Dungeon, Prison, Military Ground, Military Camp, Tournament Ground due to the AI refusing to build these buildings due to the minus too Food.