I realized I made this error a few hours after I logged off. I would have corrected it then, but I have limited internet access. The BULL adjustments really are annoying, but I'm sure it is worth it. Uploading a new version with the fix and a few changes to Weaver's Hut
+4% Commerce Bonus with Hemp, Sheep, Silk, Cotton
+1 Happiness: Fur, Dye (Complete forgot that one)
Req: Hemp, Sheep, Silk, or Cotton (No more access with Fur, the AI was building it for the 1 Happiness, which they did not need (My warmonger neighbor should have spent that time cranking out a few more Spearmen than building it under those circumstances))
I not running 2.8 beta, but my guess is that it probably has to do with the new resources. As soon as 2.8 is released, I will fix it.
I like the idea for the Firepit, but my issue is that it seems to be more Stone Age, a little before Rise of Mankind starts. Zappara is aware of the Stone Age mod, but does not want to take Rise of Mankind there since it is too much before civilization. If Rise of Mankind started default in 10,000 BC, I would include it.
I'll include a Stone Worker's Hut, my plan for it.
+5% Production with Stone, Obsidian
+5% Production, +5% Commerce with Marble
+1 Happiness: Gems
Double Production for Industrious Leaders
Tech: Stone Tools
Obsolete: Architecture (when the Sphinx becomes obsolete)
Note: A production building is necessary to balance deal with the more things needed to build. I also feel like I neglected Gems with Modular Civics Buildings.
City Gate.
I would include if walls gave a trading penalties, like the Barbed Wire Fence. Also, there is the issue of dealing the High Walls upgrade.
Sculptor's Workshop I will include.
+1 Gold (Not Obsolete Safe)
+1 Commerce (Obsolete Safe)
Specialists: 1 Artist
+1 Happiness with Creative Trait
Req: Stone or Marble
Tech: Sculpture
Obsolete: Free Artistry (When Art Patronage becomes available in Modular Civics Buildings)
Note: I like an early Artist specialist.
EDIT: These will be included in a post-2.8 release.