10590
General revision of building/unit requirements
Fixed mistakes in map categories of units and buildings.
Fixed mistakes in wonder movies and space units.
Relocated Lunar Bases (Information tech) to be after Commercial Spaceport - Absolutely no building/unit should be unlocked before their requirements, their requirements can be unlocked in same column rewarding smart beelining.
Unit level requirement (<iLevelPrereq>) tag is now limited only to Military Academy Group Wonders.
Size of sea requirement (<iMinAreaSize>) is now present in coastal buildings only, and now its always 10 if it was already present.
Amount of cities requirement (<iCitiesPrereq>) was limited to buildings that are wonders unlocked before Medieval era.
Removed stray population requirements (<iPrereqPopulation>) in space buildings - those were in Faustmouse module only.
All nonreligious except continental culture wonders should be buildable all way to Galactic era as long as you keep up with buildings.
Removed replacements in clockpunk and accordingly adjusted formerly replacing buildings.
Marina now has improvement in vicinity requirement just like their building requirement.
Carrion can be built if there is any land animal in vicinity (no need for improvement) - there was a gap between reliable way of obtaining carcass and availability of carcass using buildings - animals reside permanently here, so you can try gravedigging here.
I think I may have stepped on
@KaTiON_PT and
@pepper2000 toes as I touched space content and Prehistoric/Information eras among other stuff here.