Hello All !
Head Serf, thank you so much for your feedback! Here are some responses:
1. A fair number of the buildings currently have no models and are just pink blobs.
I was doing an experiment - instead of having unrelated buildings as models, I tried removing the NIF reference. However, I agree with you - pink blobs are inappropriate. (I was hoping nothing would appear in the pedia.) Instead, I'll assign a building, and then not add it to CityL, so it won't be placed on the map. I'll stay on the lookout for building models for any of these buildings.
2. The Town Square is terrible and I can't see why anyone would want to build it. The -2 food and -1 hammer are not made up for by the buildings that are allowed from it; the Minstrel's Stage, Gallows, and I believe Fair. I propose that it has no disadvantages or advantages, and maintains a lower cost.
The Town Square is currently required for Fair, Gallows, Market Place and Minstrel's Stage. I intended the -2 food and -1 hammer to simulate the displacement of workable land; but if you don't think it works, I will remove it.

I do like using the Town Square as a gateway building, I think it's a nice addition compared to vanilla.
4. The Belfry should provide +10% production and cost 40, not 30. The current boost of +5% is neglible unless the city is fairly large.
Agreed, and done!
5. Leper's Quarantine should be removed, the +1 health is not worth the -3 gold, and there are already plenty of +1 health buildings.
I added the -3 gold, as historically, Leper's Quarantines were supported by public donation. Maybe it is a bit much though. How do you feel about -1 gold? I think we should keep it until we have tested the games at a higher level. With the increased unhealthiness in handicapinfos, I want to be sure we have enough buildings to counter unhealthiness. What do you think?
6. The game allows me to build a Chancery in every city as long as I have 7 courthouses and 8 cities total. I'm guessing it was meant to be built only once.
Dang, then it still isn't working properly. I thought I had fixed it, but I have one last code change to try. Hopefully we have it this time!
7. Conquest of the Arawak should be moved from the technology Pilotage to the technology Compass.
8. Fair should have no production disadvantage and cost about 20 or 30 hammers more.
9. Mint should cost more hammers.
11. Tavern should lose the -5% production and cost about 20 or 30 hammers more.
17. The Hanseatic League Wonder was left over from a long time ago I believe, and should be removed.
19. Courthouses should require Town Square.
Done! (Fair now costs 125 instead of 100, Mint costs 175 instead of 150, and Tavern costs 100 instead of 80.)
3. I'm very happy with how the keep, walls, armory, and castle have turned out.
10. I love the new buttons! They're very colorful and accurate, and fit the buildings perfectly!
Thank you!
12. Inn shouldn't affect trade routes. I think the current +10% to commerce is powerful enough, since it increases both money and science.
Actually, Inn is +10% gold (not commerce.) I think if we remove the +25% trade route yield, +10% gold isn't enough of a benefit. I was thinking an Inn would increase trade route yield because merchants are able to travel through the area more easily and therefore more often. Currently, other buildings that affect trade route yield are Fair +10%, Hansa Memberships +25%, and Port +50%.
I like the Inn as is. In light of this new info, what do you think? We could compromise and have the Inn add +X% commerce? Perhaps +15%?
13. The Astrologer's Tower should be removed. There are already enough science increasing buildings, and I'm finding that having the Astrologer's Tower, Apothecary, Scriptorium, and Library all increasing science to be too overpowering.
I was trying to get the total science closer to vanilla - where there's a max of +100% from basic buildings (ignoring wonders and monasteries) - +25% each for Library, University, Observatory, and Labratory.
We have a total of +90% including the Astrologer's Tower - Apothecary +10%, Astrologer's Tower +10%, Library +25%, Print Shop +10%, Scriptorium +10%, University +25%. (Again, ignoring monasteries and wonders.)
I don't think that's too much - what do you think given the comparison to vanilla's +100%? If you still don't like it, I'll remove it.
14. I think that +1 or +2 unhealthiness should be added to each difficulty along with +1 unhappiness.
Great - that's what we have in there now. Did you play with the new HandicapInfos? (Or are you proposing add'l unhealthiness/unhappiness in addition to the changes I made?)
15. Reliquaries shouldn't require Holy Cities. This way they can be used by more than 3 civilizations.
I disagree with you on this one. In order to provide religion-specific bonuses, I created 4 "reliquaries" - one for each religion (excluding Paganism.) If we allowed Reliquaries to built in any city, and even limited each reliquary to one per civ, then each civ could have potentially gain 1 torah scroll, 1 black stone, and 2 christian relics (assuming they produce enough great saints, and have each of those religions present in their lands.) I think making the bonus available to every civ defeats the purpose of having religion specific bonuses. (And it would make the Shrine of the 3 Kings and Relic of the True Cross pointless - why build these wonders when you can gain the relic for free with a great saint.)
I think limiting the Reliquary to the Holy City better controls the presence of these special religious bonuses and makes control of the Holy City that much more valuable.
What do you think?
16. Minstrel's Stage should be removed, it's not needed.
Actually, in both my test games, I've played as Germany, and I've found that I needed the Minstrel's Stage to help control unhappiness, as Jewish civs are at an unhappiness disadvantage compared to civs with the big 3 religions. Of course, this is an incentive to switch to the big 3 (a nod to Craig Sutter), but I think we should keep it to help Pagan or Jewish civs deal with unhappiness until they have the opportunity to convert. What do you think?
18. The Master's Workshop or whatever it's called should be removed, the production bonuses between that, the mint, and the forge add up to a lot.
The Master's Workshop is +25% - that is a lot to remove! The other buildings that add production are as follows: Belfry +10%, Guildhall +10%, Master's Workshop (formerly Workshop) +25%, Mint +15%, and Smithy (formerly Forge) +25%, for a total of +85%.
Vanilla allows +75%: +25% with Forge, +25% with Factory, and +25% with Power.
Here are some suggestions that would get us to +75% hammers overall:
1) We could remove the Belfry's +10% (Belfry's only benefit would be +1 infl, in which case I think the cost should stay at 30).
2) We could reduce Mint to +10%, and reduce the Workshop to +20%.
3) We could remove Workshop, and increase Guildhall to +25%.
What do you think? Or, do you think we should aim for a target production other than +75%?
Along with these I plan on making an across the board tech cost increase of 5% and eventually adding some more techs at the end (future tech style).
Sounds good! I will try to think of a few tech suggestions.
Let me know your thoughts - anyone else, feel free to jump in - and I will make these changes and post new files.
-Laina