Craig_Sutter
Deity
Yes, but it must be unique and nonbuildable.
-LSome sailing ship units that will be useful for our mod... the galley would be a Lateen Galley.
http://forums.civfanatics.com/showthread.php?t=209775
The Galley will be the first medieval unit relased. And there will be different versions: One with one sail/mast, anotherone with two of them. 

). The naming conventions are at least, logical, I hope. I hope they also reflect changed in tech, adequately. It's hard to reflect what was actually a very slow and evolutionary process with a system which is all or nothing... a tech is developed, and suddenly there is a leap forward in units. I had to sift through a number of different ship types to get those that I thought reflected the change in technology the best. For instance, the holk was considered for inclusion, but I thought it to be a transitional ship between cog and carrack, and so, did not include it, even though carracks were partially developed from the holk. Some of the other ships, such as Galleon, had multiple pregenitors (galley and sailing ships), but I chose to concentrate on its galley forbears as the main line of evolution for upgrade purposes because I wanted something for medieval galleys to upgrade to, in the end.
1. A fair number of the buildings currently have no models and are just pink blobs.

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.
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.
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.
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.![]()
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.
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!

12. Inn shouldn't affect trade routes. I think the current +10% to commerce is powerful enough, since it increases both money and science.
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.

14. I think that +1 or +2 unhealthiness should be added to each difficulty along with +1 unhappiness.
15. Reliquaries shouldn't require Holy Cities. This way they can be used by more than 3 civilizations.![]()
16. Minstrel's Stage should be removed, it's not needed.
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.
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).
, but I'm glad Head Serf is tackling this because I completely forgot that I had done that! I would like to:
-Have Architect have no +2 health, instead have +50% worker production
-Have Wise not have 2x production of Courts
-Have Pious produce missionaries 2x production
-Have Industrious not have 2x production of Master Workshop, but Mint instead
-Have Influential have 2x production of Courts and Castles