@DJMurtz
You're right that
NotificationPanel.lua and
NotificationPanel.xml will frequently cause compatibility issues. The reason for this is the code defining notifications is located in those files, and firaxis provided NO way for mods to display a notification without overriding those files!
It's probably the most serious problem with mod compatibility right now because notifications are something so basic many things have a use for them. It's one reason why I displayed citystate capture messages to the "alerts" frame at the center of the screen instead of the "notifications" on the right side. It's possible to just say "display this alert" and it does it. Notifications are not designed with modding in mind.
Mods actually write their effects to the database when the "single player" or "load game" buttons are clicked on the Mods menu, this is why those buttons lag so much. I agree it'd make more sense to occur when we click enable.
@Hebuubi
Is the pillage button visible with only this mod active? It's working for me, might be a compatibility issue. Could you please do a search in your Mods directory for "UnitPanel.lua", does more than one copy of the file show up?
@Dunkah
Thank you for pointing out the thing about Iron. rhammer640 is right, I kept the "can trade and use iron" on Iron Working to prevent super-early catapult beelines, but that's no longer an issue since Mathematics requires Bronze Working and cats don't even need iron anymore. I'll move the "can trade" requirement to the same time as its reveal.
@LamaGT
As Kirschi mentioned it sounds like a compatibility issue with some other mod. Could you search for "UnitPanel.lua" too? (from @Hebuubi)
@Kirschi
Thank you, I fixed the opera house and barbarian camp bugs.