Also , zappara, one more thing - like some other people said - please make sulphur spawn more often...yesterday I played a very long game with a friend of mine on the internet and there was only one single sulphur resource on the whole map!
Yup, sulphur amount has been fixed for next version. There's plenty of sulphur resources in my test game and I was also thinking about finding new sulphur resources from squares where happens volcano eruption.
About maps - I was hoping to add at least Earth map to the mod but it's been time issue, just haven't had enough time to do everything. Some Civ4 map types also don't add new resources (Great Plains for example) but most should work. Those who like to try giant and gigantic map sizes, I recommend using high end computer.
This morning I found something odd when I was looking promotion upgrade tree - the game misplaced some promotions to wrong places even though all promotions had correct requirements in xml file. So I re-arranged them again in xml file so that all those promotions which require other promotions are after their all prereqs. This fixed promotion upgrade tree. I suspect this to have been one possible reason for those random CTDs.
"Added: Submerged Town Platform"
Nice. Is it possible to actually mod in underwater cities?
Also - whatever happened to the terraforming from an earlier version?
Kepp up the TOP class work Zap!
M
I don't think it's possible to make underwater cities. I loved that feature in SMAC and it could be great in Civ too.
Terraforming and creating new forests haven't been added yet. I wasn't sure if AI players would know how to use them.
@Ironmann
This is a good idea! There is no need for a shrine to be a wonder to limit it to one instance globally. It already requires the holy city of a religion, and there can be only one such holy city anyway.
Good point but if I change them not to be wonders anymore, player could build it several times in Holy City with Great Prophets and it can't be limited to 1 per player since then it would be limited to National Wonder limit. Hmm.. there might be another way, just have to add python code that doesn't allow it to be built again if it's already in holy city.
This is an awesome mod, you did a very good job, i enjoy it a lot, i really wish it would be in french too.
Someone would have to make the translation to french.. I don't know french language.

If someone translates all the text elements, I could include it to the mod.
The Heavy Tank M26 starts with the usual tanky-blitz promotion, but only gets 1 move per turn so this seems pretty redundant.
Am I missing something?
I used settings for those units from Modern Warfare mod and I think the idea with Heavy tanks were that they have very high attack power but are slower than other tanks.
My apologies if this has already been suggested (I'm too tired to read ALL the posts), but I would love to see the ol' radar towers that were in (I think) Civ III (again, tired). These were excellent strategic improvements to extend your civ's safety net. Miss them a lot. Is it possible to bring them back (or if someone has already done that, include in this mod)?
Great mod btw, love it.
Thanks
I think sentry (and sensors) promotions cover the effect of Radar tower. I did see mod for warlords that added improvement that works like radar tower but I have no idea if it could be combined to BtS mod. Might be difficult to add since it would require some changes to AI too.
Hey this mod looks great! keep up the good work, but be careful not to add too many units, buildings, civics, resources, etc. - it might lead to some frustration and confusion

i also suggest adding "secularism" or "state atheism" religion civic (unhappiness from religions), creating an inquisitor unit (or something) that can remove religions from a city, and adding unhappiness from non-state religions with "organized religion" and "theocracy".
Those are good ideas. Idolatry was one choice that I was considering to add to religion civics. Inquisitor unit will be added at some point, it requires modifying python files (haven't had time to check how it's coded exactly) so I have delayed adding it.
What is the point of the Blood Cult tech, it doesn't seem to do anything or lead anywhere?
Ooh, hang on, there's something I'd like to see (not sure if it already exists) upgradeable terrain improvements, e.g. instead of a mine become a shaft mine after 60 turns you'd have to research the appropriate tech and then use a worker to improve the mine manually. Perhaps to add to that there would also have to be a turn limit so that unlike railroads you simply cannot auto-build the improved version, you have to wait a few turns first (basically givign the idea that a mine works upon the surface resources first and then needs to be changed to access deeper "purer" resources)
There was going to be another building besides Aztec's sacrificial altar and possibly one civic option for Blood Cult tech.
I had upgradeable buildings in mod's Warlords version (used DLL from CCCP mod). That kind of change requires new xml tags and SDK changes to DLL file. I'm not able to do that kind of modifications so there probably won't be those kind of improvements in BtS version since the dll file from warlords version isn't compatible with BtS.
It's a shame that, as it stands, there's still a few techs that don't lead anywhere or that you can totally avoid (I've never needed Sculpture yet, if I recall correctly... how about it gives a bonus to Marble Quarries? That might be a bit more enticing).
I'm not so in favour of the 'manual upgrade' side of it, but I am in favour of developing with techs (beside the +1 hammer bonus - afterall, a scrape mine wouldn't instantly gain the bonuses of an Industrial Age mine the second you have the tech... speaking of which, does Steam Power improve mines? Didn't they use steam generators to remove water from mines?). Additional upgradeable improvements might include Tenements (Industrial Age Town improvement; more money and possibly food to represent how crammed in people would be, but also produces some health and happiness issues?), Vineyard (to replace winery and maybe attach to some other vine-based plant resources?), Dam (upgrade of water mill?), um... something for Workshop? Unhealthier but more productive? I've probably gone on a bit too much...
When more religions are added to the mod, sculpture will be used for one religion. Mod is also still missing Culture values civic category so there might be one civic option from sculpture as well.
Yes, IRL miners did have steam pumps to remove water from mines. This effect was planned and I think I added it to one early industrial era tech.. just can't remember from memory to which tech. If it isn't there, I'll have to fix it
In mod's warlords version I had Suburb upgrade for town on modern times. It added commerce and food to city. Since currently it's impossible to do upgradeable improvements in the mod (requires SDK changes), I haven't converted yet this improvement to BtS version. Those other ideas for improvement upgrades are good though but if I add them, only way to make them work is to let them upgrade automatically after x turns just like cottages.
Well i have had it and Now im fed up!!! i can Not complete one full game i took 2 weeks of work for this mod and i can NOT complete a game to many crashes Its frustating all these hours wasted just to end up CTD i found that in diffrent games difrrent things cause crashes.I notice that sometimes world wonders cause crashes like my current problem when i develope the statue of liberty CTD.Sometimes other things like tech or world wonders cause CTD this is a real bad set up.I really like what you did with this game and Mod but it is Not worth it having to many CTD and I am almost to tears i was having a perfect game set at the highest difficulty level my dreams of world domination came to and end with the Damm game crashing R.I.P Rise of mankind agust 29 2007 to sept 07.2007 may "GOD"have mercy on your soul!!
Has any one been able to complete the game all the way through the future tech?????
oh my god, you played the mod straight 2 weeks?!?

Did you notice the mod's version number? it's currently 0.9.3 and I still consider it as beta version. The mod is not yet finished and of course there might be bugs (of which some might cause CTDs) and I try to fix all issues so that we will have version 1.0 ready some day. I'm sorry to hear that you had those CTDs. What you perhaps could do is tell me what happened in-game just before those CTDs, it might help to identify what's causing it and I could fix it for future versions.
There should be a blood cult civic. Slaves captured plus sacrificial altar means culture and happiness for all!
Was planning something like that.
How people would feel about Cannibalism civic option (I'm planning those culture values civics)? Since there is still in real life some native people left who used to be cannibals...