Hey guys!! Sorry, I've been cranking the mod lately and not respond, but I've been watching the posts! 0.7 is almost ready, it should be good to go by monday morning.
Anyways, now down to it! I love the discussion thats been going on, I've been reading it all very carefully and taking notes along the way

Im glad the playtesting has been going overall good, and that everyone is responding well to the changes im making. The next version has more tweaks (of course), but also some of the bigger changes we've all been discussing here. You'll just have to wait and see what I got done this weekend! You would hate to see my working directories, I have 3 copies of civ running multiple sets of python code AND more backup directories
Anyways, down to brass tackles here:
ANYONE HAVING SAVED GAME LOADING ISSUES
Heres the deal. There are some bugs with mod loading, customAssets, and saved games. Here are my recommendations:
#1. If your running another mod in customAssets besides mine, let me know what it is. If some are common, I will include them.
#2. some mods dont mix well. We all edit the same files, and my mod specifically is a major overhaul of nearly every single XML file there is. So, first things first; If your getting errors, backup your customAssets folder, and then delete it (dont worry, civ4 will re-create it empty).
#3. Next, if that doesnt work, delete your Civ4 Cache folder.
#4. NEXT, if that doesnt work, again make sure you have no other mods in customAssets

If you are using the 'Load mod' option every single time you load the game, edit your Civ4 ini file (My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini). Replace this line:
Mod = 0
with this line:
Mod = Mods\Realism
if *NONE* of the above works, post here and I we can get together and work it out here, on aim, or via email.
Next up, answers!
To ICBM lovers everywhere - Major nuke havock coming with the next version! YAR!
Lord_all_Mighty - I've been watching the disease thread in the main forum since it first started; I liked the idea and plan on implementing it, but Im trying to keep my plate not-to-full, and have it filed for "when i have time to copy and paste alot" work. Basically, like everyone has said, its a modification to a new religion. Add the religion, make its bonus's negatives, etc; The problem comes in on ridding it, building modifications, and abolishing it with units. This is all custom python code I need to do, so I havn't implemented anything for it yet.
JakeCourtney - I will look into it and see if I need to wait for the SDK for it or not
Narcio & Krafweerk - Im glad you guys are around haha. Historical debates on everything im doing is a good thing. I get a headache from crunching dates and detailed history (history channel ftw), just let me know what the verdict is okay? :goodjo
b: Narcio, I have some modifications to the civics simulating cross-border technological/cultural influences with the free market civics etc. As for the tech trading, I *totally* agree. I usually play with it off tbh, until I can dink with it.
Thanks for all the great input guys!! After the next version release, we need to get into more detailed simantics of gameplay!