Thanks Knighttime! When the mod is complete, I will pm you so you can try it out FIRST!
It works great too! I just tried it out.
Did you see the terrain1.gif I posted that has a similar issue? I blanked out the irrigation, mining, and farm icons so that instead I could make a tiny icon in the built in terrain editor. Then if you can convert that, there will be a way so any modder can use it. As such, then when the tile is updated, the players see the underlying terrain as it will barely be obscured.
https://forums.civfanatics.com/threads/graphical-problem-when-editing-terrain1-gif.518898/
Right now the cities are populated with infrastructure.
The economy is humming along.
The AI aggressively utililizes both regular units and four types of armies.
Now since I change the techtree and event files, I am playing it through at least three times to ensure that the Portuguese event allows proper gunpowder unit upgrades with that and many new techs leading to units and buildings.
The people.gif and the terrain1.gif were the last things to remedy. You facilitated genuine progress.
I think most people will love it.
There will be 28+ cities made for six different clans so instead of struggling for a far earlier period, right away the players can make most units (albeit in lower levels) and in a decade of mod time, which is 30 turns, then the defensive army is available. It's very fun.