I guess that would depend on how civ counts the +/-X% str promos. Does it apply negative promos then positive, or vice virsa? Or does it tally up total str gain/loss then apply it?
But if you're attacking a city with that unit with +100% strength and -100% city attack, would civ apply the positive modifier first [(X + (X*1))- X*1] or the negative one first? Or does it add up the modifiers first, then apply them to the unit [100-100=0, X+0=modifier]?
Running Rife with the standard modules (Mekara, Bannor Chain of Command) plus yours (1.5), and getting weird barbarian spawn. After my scouts were killed by a pack of Savage Air and Lightning Elementals, I did some looking around in WB... seeing lots of weird barbarians running rampant (all are Savage, so far as I can tell). It's only turn 25, and they've already taken out a civ, and small wonder... I'm seeing stacks of Angels, Aurealis, Djinni, Elementals (in all flavors), Flesh Golems, Gnoslings, Hosts of the Einherijar, Vyrkul (big stacks of these)... and the odd weird thing, like a stray Immortal (!).
For reference, I play on Deity mode, with all the 'more barbarians' options on.
Doh! Just realized what may have been the problem with the barbarian spawns all along. I added some city names to the barbarian civ in CIV4CivilizationInfos.xml, but unlike the other civs that I tweaked they don't have a specific "units" branch. Maybe modular loading is messing that up so that they can "build" any unit that's not tacked down. I'll be posting a fix in a moment.
Played 400 turns with no absurd spawns