3rd times' a charm. I haven't changed the seir morb, but I am much happier with this version of the ban chang icon:
Floating Gardens actually does not have a requirement. Neither does the Runestone, which is the existing Lighthouse replacement. That's only two base UBs inherited from buildings with requirements, but I think it sets a fairly clear precedent. Removing requirements from UBs gives them more flexibility, and I think it's a good thing to stick with.
I just confirmed this. Son of a gun. if that building doesn't get a requirement (which is actually a funny picture in my mind), then there's no reason for any other building to have one at all either. I mean we can't have a worse offender than the floating gardens, after all.
@adan_eslavo In light of this we should remove the building requirement off bastu. I vote for keeping the requirement for ocean on tersane though. that might be a bit beyond the pail
I'll remove the building requirements off of the paridaeza proposal as well.
I personally think we should consider compatibility with E&D. There are only a handful of modmods for VP out there, so I think a little work in avoiding conflict would be worth it. I unfortunately don't use E&D, so I'm not aware of all the changes that would be required. I guess we'll just need to rework the events that grant new UUs and UBs to civs?
This is the list of units which are given to civs in the events & decisions:
Sweden - Hakkapelliitta
Rome - Ballista
Korea - Turtle Ship
England - Longbowman
Venice - Great Galleas
(???)
Ottoman - Sipahi
Greece - Companion Cavalry
Buildings from Events & decision:
Venice - Saint Marco's basilica
Babylon - Ishtar Gate
Poland - Jagiellonian University
Byzantium - Theodosian Walls
Arabia - House of Wisdom
So. we have a problem with Rome, Sweden, Korea and England. Curiously, we didn't overlap on a single Unique wonder or building. Previously when a UU has been swapped out for another, the event decision reward was simply switched to 3 free copies of that unit. This was the case when Shoshone got their Comanche riders back.
I'm pretty sure we also have a problem with Venice. I haven't tried the Venice which Enginseer made for us, but based on his description, I'm pretty sure I'm going to hate it. I know he essentially gave them a second UI, and no new UU. That means that Venice would only get a military unit if they used Enginseer's Events & Decisions. I'm pretty sure he did that on purpose so that it didn't overlap with his mod, but it makes venice obscenely lopsided within our own mod.
Bonus fun thingies:
- Russia's unique decision is founding the streltsy, but gives normal musketmen.
- Denmark's unique decision is to form a Thing. This reduces army maintenance by 20%
- Aztec's unique decision is "Form the Imperial Jaguars and Eagles", but they only have jaguars. It gives 30XP to all existing jaguars when passed.
- Carthage's unique decision is "Hanno's Voyage", which among other benefits gives a free G. Admiral (which would be a shofet with our mod)
- The Maya Decision is to establish "Pok-Ta-Pok", another name for the Mayan ballgame. It gives +2 culture to Kuna. We could change this to actuall boost our Pitz courts
- China's decision is "Establish the Imperial Exams", and it currently gives +1 production and culture from paper makers and +1 culture from universities on empire.
- Persia's decision gives them access to Byzantine Cataphracts as an additional UU. We could make a new decision which plays off their use of Qizilbash with our mod.
- Mongolia's decision gives +4 gold for courthouses, and our mod gives a unique courthouse which can be built in non-occupied cities

- Greece's Event decision also plays off philhellenism, and makes allied CS give free military units at the outbreak of any war.
- Japan's event decision is called "Patronise the Theatres" and we are considering making a kabuki theatre for them.
This is absolute last priority imo. I think this is a matter of "first mover advantage", and they simply snapped up every free UU from the vanilla game. It's hardly fair to us to say we can't use those same units when slight modifications to the rewards would suffice.
Speaking of mod compatibility, I think we should consider what to do about modded civs. It's not feasible to give every modded civ a new set of UCs, but I'd like to give them some kind of generic bonus so they don't get left behind when all the core civs receive a power boost. 3UC gives non-core civs +1 Culture to the palace, which obviously won't be enough for VP. Would +1 to all yields at start be too much?
As a quick band-aid, sure. It definitely won't be enough, but I'm not sure why anyone would want to play with those extra civs after we've shaken down the entire modding community for their loose UCs.
imo the best course of action would be to take a handful of 4UC-compatible civs and roll them in after we finish up and if people still want to keep going.
Off the top of my head I can think of 4 custom civs with enough existing material to make 4UC versions of, and no overlap with what we have already done:
Canada
Hudson's Bay Company (East IndiaCompany)
Coureur des Bois (Explorer)
Expeditionary Force (Great War Infantry)
Hockey Stadium (Stadium)
Australia
Digger (Great War Infantry)
Prime Minister (Great Writer)
Rock Paintings (Stone Works)
Public House (Grocer or Hotel)
Dingo Scout Car (Light Tank)
Fuzzy Wuzzy Angel (Non-Combat special unique support unit)
Tlingit
Noow (UI)
Xaa (musketman)
Plankhouse (Lighthouse)
Esquai-ah (work boat, trireme)
Potlach House (Bank, Caravansary)
Israel
Kibbutz (UI)
Macabee (swordsman)
Shofet (GG)
Temple of Jerusalem (Grande Temple)