Thanks for the feedback! Glad you're enjoying the mod.
The groundwater resource doesn't actually do anything. It is a remnant of an old system that we should probably remove. There is no reason to ever build a city on a groundwater resource.
This buildings are being changed, and they're being tied into the Technocracy religion. And they won't cause unhappiness outside their own city.
Oh, allright then ^^.
This is an interesting point that I hadn't thought about. I've never really used the spies much.
There are lots of ideas we had for tweaking spy missions (my two favorite ideas are having the BeneG spy have an espionage mission that works like an Influence-Driven-War pillage to weaken cultural influence on a tile, and a Sabotage mission for Ordos that damages vehicles in a tile), but espionage is hard to change codewise and get the AI to use well.
We would have to think about whether the AI can sensibly use transports with spies, or whether it uses spies amphibiously at all. Or maybe spies should get desert movement.
Spies with desert movement would be strange : they aren't supposed to be able to walk in the desert without attracting the worm (for non-fremen civs). Could spies "bombard" their spy actions with a 1 or 2 range ? (well, must be hard to spend espionnage points that way, never seen that in any mod).
I don't see sabotaging harvester improvements as being very critical, particularly when they're such transient temporary things in the mod, with low build times.
My view of the game was : Spice > bulbs > tech lead > win the war. Slow down your ennemy's research can be critical, AND it's the main technique used in the books (very few real battle, a lot of guerilla, sabottage of harvesters : see Paul vs Harkonnens or Leto II vs Aalia).
I don't really see how that would work, logically or codewise. Is the infiltrator bribing the troops there?
Well, er... the outpost is just an outpost, right ? You don't have to leave permanent troops here to keep your cultural domination on the (small) area. Actually I won a few game on duel maps (3-4 IA), with only 3-4 cities, and many outposts to harvest spice and limit the IA land. I thought it was weird that the IA did not tried to do anything against that. My capital is far away, there is not always troops around. It should not be hard to take possession of an empty outpost.
No easy fix for this I think. Maybe captured slaves should appear in the capital of the civ who generates them, or in the nearest city if the civ that generates them, rather than the tile they're captured on?
The main AI improvement for this mod has been better transport use and amphibious invasions.
The IA is not into oversea warfare, I understand that must not be an easy thing...
If the slaves appeared in the capital they would maybe be too powerfull, esp in the future if they can be used to give hammers to production (seen somewhere on this forum, still planed ?). A Harkonnen ends a war with dozens of slaves...
Is it possible to disband automatically any slave that ends his turn out of cultural border AND without a military unit on the same square ? Before the IA round of course. They're not that stupid.

EDIT :
Yes, I'm a lurker on civfan for some time ^^. I am a Civ player for a long time (I spent many of my youth nights on Civ I), but only tryed mods recently as I used to play Vanilla until very recently when I got BTW (yeah, I'm late ^^).
The groundwater is a tradable ressource. It does nothing ?
Interesting point. When you make peace with somebody, the game pushes all your units to the closest point outside his borders. I am not sure what happens when you make peace with somebody, who is on an island, and your units don't have boats available. Does the game drown them? It may be reasonable to push the slave outside borders even if they drown. Or maybe you never generate slaves when inside their own territory. What do you think?
units are teleported at the closest tile out of your ennemy borders, neutral, yours or someone who grants you open borders. You can cross water or anything like that.
By the way, you DO generate slaves by fighting a thopter on the sea, the next round it is teleported to the closest tile (not necessary yours) (weird, but there is no "drowning").
"Random" events that take place ONLY if you have a given building exist. Add a high probability and the player should be prompted next round after the conquest, or at least have good odds to have the event on day or another. Hm, I don't know how to prevent it to happen if YOU built the Ixian Building.Excellent point. I had not thought of that. I'll look into how to accomplish it. In other mods, or in vanilla, are there events which allow you to choose some buildings to destroy?