This
Also some observations:
-Shaolin description is the one for the Udasi (love the little pagoda btw

)
-All the tribes spawn on the same horizontal, not sure if this is a coincidence or something weird with the code
-The Maya had cossacks in their borders: I was able to pillage them for like 300 gold (!! a lot when you can't get more than 2g/turn for sugar to the AI) and this destroyed the 'improvement' (little tents), but the 'resource' remained with +3 production. Is this intended and does it affect building a consulate?
-intrepid explorer cant cross mountains
-Not sure if this is colonies, CP, or a random bug: I puppeted a conquered city far from my capital and it showed both puppet and occupied status, with both unhappiness on the top panel. Furthermore it did not report the cityview correctly: it was showing a different city of mine. When I eventually annexed it, it went back to working as intended.
Feedback:
-Love the new scouting promotions
-Love the new resource effects, inspired! Btw, why does coral give a writing slot?
-Early game, getting hold of a wheat trader, for example, is a large hammer investment compared to what you get. With units getting lost there is more demand on production than ever in the early game. Perhaps specific traders after the main building could be a tiny bit cheaper? Just a first impression.
-Having said that last point, I think this 'expansion' of yours does a lot to balance some aspects of the game. exploration more difficult => more barbarians (+leugi mod) => bigger armies => warmongers stronger, harder to focus science, caravans harder to protect, harder to wondermonger and neglect defence.

-Dense terrain is terrifying and
I love it to bits. Desert, Snow and Diseased could be a bit nastier: 20 from snow, 10 from desert, 5 per turn from diseased?
You need to think of an Expansion name for all your mods combined.