The next question is the timescale for the mod. Last time out, it started off at the dawn of time and went on until the early Middle Ages; however, with the later civs now out of the game, should it finish around the fifth century? If so, whilst there are some technologies that could suit other eras, such as Crop Rotation, others will have to be dropped - bringing in new techs. Should there be specialised techs in the mod like the original version or should all techs be available to all civs? Was the variety part of the attraction? I think I'll be making all civs horse riders in the new version, rather than specifying some as camel or elephant riders. In fact, if elephant tactics were used, it could allow this as an additional unit for the civs to have rather than being either/or.