One thing I should say is that, aesthetically, I think that the regular BUG screen--with the bulb stuff in a nice column on the left--looks nicer than this version, with the bulb stuff very small on the bottom. Just my two cents, though.
I don't want to display information prominently that is rarely relevant. Because (a) I do find it distracting and (b) because it communicates wrong priorities. I think we're both attentive to details and appreciate a functional UI, so, if we differ on (a), then it's probably due to some other mental or physical (eye sight, screen resolution) difference. Well, you've probably made the right call by sticking to the BUG defaults.The/
/ (
) sliders show how many of each you are producing per turn. However, in AdvCiv, the amount of total
per turn is not shown. I think that it's useful to see this, to see how big of an effect switching to Free Speech causes. I don't think that showing the total
per turn adds any visual clutter.

I don't think total culture is a useful heuristic for Free Speech; the utility of additional culture varies too much from city to city. Speaking of heuristics, the AI (through code by karadoc) actually computes a culture pressure value for each of its cities and evaluates Free Speech based on that (and the prospects for culture victory).
I can see how it's strange when, upon increasing the culture slider, commerce gets subtracted from the total gold or research output and seems to just disappear. Not that far from the truth though

In that spirit, and seeing that there is apparently room on the BUG menu for three drop-down boxes that set the color of the gold rate display, – there ought to be room too for another checkbox that re-enables the total culture rate. For now, it can be restored by deleting two lines marked with "advc.004p" from Assets\Python\Screens\CvMainInterface.py.No UI feature is unused.
Oh, it could be that sounds for completed production orders get played again when a choose-production popup gets relaunched. The mod relaunches popups sometimes in order to kill popups that are no longer relevant. I'll try to check.I've since played another game, and I think that what was happening, was that this was the sound of a Taoist Temple having been built (showing up on the right side of the screen, due to playing with pop-ups suppressed until the end of the turn). This sound would sometimes play after exiting a city or a screen.
I doubt that this is happening on my end, but, as the (closed-source) EXE is involved with this, – who knows, there might be some race condition causing problems only on certain hardware. Actually, I've had to disable the relaunching/ updating of popups for multiplayer games because popups were triggering multiple times.There also seems to be a bug where, after selecting a new build item in a city, the pop-up will then ask the same question. And--again, I'm not sure yet--I could've sworn that I encountered some kind of duplication glitch [...].
I thought there was at least a link into the appendix, but - nope. I'll add a note. I don't think an .fpk can be disabled or removed while the mod is running, so an option could only be part of an installer. Don't want to go there.Now I have the radioactive-green Jungles again.Maybe it'd be worth adding an option for this, somehow. Or, at the very least, mentioning in the Manual that the BML textures can be disabled by deleting that file.
