Is there any way Zap that you can create terrorist units to blow them self up in other Civs major citys?
these should be Unique Units for Arabs countrys Or hijack planes and crash them into rival Civs City killing there population.
I'd say assassins/agents/terrorists have been used by most nations throughout history, not just arabs. One might consider CIA/KGB/MI5 agents as "terrorists" since they've done some horrible things too. You should also study some cultures, not just believe the propaganda your media feeds to you.
Does the caravan work correctly?
I have sent numerous units to establish trade routs and they all only give me +$135, and I dont get a trade route with that city.
I am almost certain that some resources show up before I discover the needed tech. Like Stone and pearls, I think.
Caravans don't establish extra trade routes, they just provide some money when complete trade trip.
Isn't it quite obvious for stone to be available without tech? Kind of hard to miss all those rocks while walking in nature

Same with pearls, people probably have eaten the clams and found pearls but didn't value them until someone made some necklace out of them.. so having some resources available and making use of them are two different things. I hope this clears bit why I've made them the way they are now.
Check out that mod Zap, you really should include that amount of ethnic diversity in this mod. It would be fantastic like I said before. It would make this mod the best ever.
In addition I'll add that there are no existing future aircraft upgrading from stealth bombers and fighters, there should be.
i wonder where zap is and what he thinks of my idea.
Yes, I've had all the ethnic units sitting on my hard disk even before you suggested adding them to my mod. There was couple reasons why they didn't make it to v1.0: 1) I wanted to keep the mod size as small as possible (smaller download) 2) I prefer gameplay over graphics, so I rather spent my time with tweaking mod functions than added more ethnic graphics. Ethnic units will be added, they're just not my highest priority.
Hello, after the last crash I started a new game ad this time the game crashes on January 1994. It is really annoying even not to know why. Is there some way to find out? I do not want to start another game which will end up like these two
Whenever anyone posts about crashes while playing the mod, try to add as detailed report about game settings and what you and AI players were doing in the last turn. Without those infos, it's quite impossible for me to find possible bugs in the mod (it's like finding needle from haystack).
2. What happened to the "culture" victory? ... I anxiously watched as my cities approached 50,000. Finally my third city hit the big 50000 and I anticipated the next turn giving me a culture victory. Well... No dice!!!! Was the culture victory removed from the game?
Culture victory amounts were raised in this mod by 50% so with your settings, you'd need 75000 culture points. The change was made because of the new buildings and other changes that add lot more culture to cities and I felt it was too easy to get culture victory wins. I might raise them more if people still feel that it's too easy to get that victory type.
Im not exactly an expert on this, but I would assume that the settler for each era has seperate data from the others. I dont know for sure, but thats how I assume it would be. Perhaps you could have the settler "upgrade" into the new one at the start of an era as a rifleman would upgrade into infantry. If someone with some knowledge of this could find out if this is possible or not; It would be very helpful.
It's possible to make settlers "build" buildings to city when city is found - just needs some python coding.
I am a big fan of Rise of Mankind, but I am curious as to why some of the religions are simply better than the others. This is espcially stark when considering the great buildings of other religions. Some of them provide bonuses above and beyond the standard +1 gold, while others don't. For balance purposes it seems a curious decision.
Religions were changed to make them more unique and I'm aware that some of them are bit more powerful than the others but I left them be like that in v1.0 since I had big list of religious changes to be added to the mod still. I wanted religions to be different from each other like they're in real world.
Glad to hear that

, now have you found out anything on the
late ingame crashes ???
Not yet, I'll need much more specific crash reports what happened in the last turns to get more clues where the problem might be.