I actually just tried it, and it seems to work.
I have been testing your changes in a local merge. Everything seems to work fine ingame with most great people, but I was not able to test how Great Generals behave because after the merge they no longer appear when the Great General counter reaches zero... it can even reach negative values. When I go back to a revision before the merge of your GP_NAMES change, they can appear again. Can you confirm if this issue happens for you too in MNAI with Advanced Tactics enabled?
There are several side-effects; great people not created via CvPlayer::createGreatPeople() will not get a random name.
In ExtraModMod's case, I also had to add Adventurer generation. I tried to switch their creation to use the createGreatPeople method (luckily it is exposed to python) and they worked fine; the popups appear and they get the hero AI correctly.
I thought about that, too; but it would also require a new parameter in CvUnit and I think it could have larger side-effects or provoke mistakes, because a modder expects unitCreated to be fired every time a unit is placed on the map.
That's true, I did not think about modding. It's better to not mix stuff
As I said, I did that for the commander. You merged the two, right? So you use the General "lead troops as a warlord" action and not the commander spell? If so, my solution (in the second revision) won't work; you'd have to do that variable and expose at least a getter to python, since "split general" is a spell.
I was using the lead action, but in my current local merge I switched back to use a spell. I lose the fancy great general animation, but I was thinking on doing this already because the action failed to show the animation already when the great general did not have the right art.
Tried it last weekend, but we couldn't get it to work in multiplayer. No LAN games were shown from each other. We just copied the new version over the old one which was working. We checked the folders from both computers and both were identical.
When we went back to the old version by using a backup copy we could play without problems again. No idea what's causing the problems.
It's better to always apply ExtraModMod over a clean installation, otherwise you may get weird problems. I keep a clean backup in case I mess up while copy pasting development versions of ExtraModMod. Usually nothing happens, but sometimes you get weird bugs. I'm glad that you got it working
I would recommend changing the 'Organized' w/ Cassiel to something else ...
say Cultural, Ingenuity, Agrarian, back to Industrious perhaps, maybe even Sage even though it overlaps with Philosophical.
Something other than Organized ... b/c Organized is just completely useless in the first 75 turns (and doesn't really fit in with Grigori lore any more than cultural would)
Since you can get high upkeep civics like God King early, I wouldn't say that it is entirely useless. I agree that it does not fit their lore much, though. Creative sounds fine but I would like to get more opinions about this before we decide on a change