Ok, I've been screwing around with the mod again, and have come to the following conclustions:
1: Too many strategic resources, so I got rid of the one that had the least number of uses, namely the Artifacts, which I changed into a bonus resource.
2: I have plenty of building slots open, so I decided to go with the treasure-producing buildings, as well as set certain "pirate" type UUs (Al Bhed Machina Hunters & Aht Urhgan Corsairs) as well as "Army" units (Hero Parties, Mercenary Companies, and Barbarian Hordes) to "enslave" defeated units as treasures. Treasures are flag units, which, in the normal, non-vp game mode will be cash items (worth 500 gil each!) The buildings don't produce treasures very frequently (about twice as many turns are required as compared to the Age of Discovery scenario), and all require certain resources within the city radius.
The buildings (so far) are:
Gem Mine (boosts tax revenue, treasure every 10 turns, requires gems in radius & Metal Working) - Implemented
Mythril Mine (boosts tax revenue and production, treasure every 10 turns, requires mythril in radius) - Implemented
Coal Mine (boosts production, treasure every 15 turns, requires coal in radius) - Implemented
Iron Foundry (boosts production, treasure every 15 turns, requires Iron in city radius) - Implemented
Spice Factory (boosts tax revenue, treasure every 15 turns, requires Spices in radius & Currency) - Implemented
Herbalist's Shop (makes 1 person happy, treasure every 15 turns, requires herbs in city radius & Philosophy) - Implemented
Oil Refinery (increases production, treasure every 10 turns, requires Oil in raduis)
Distillery (makes 1 person happy, treasure every 15 turns, requires Sake in radius & Pottery)
Ivory Carver (increases tax revenue, treasure every 10 turns, requires Elephants in radius)
Silk Weaver (increased tax revenue, treasure every 15 turns, requires Silks in radius)
Incense Shop (increases tax revenue, treasure every 15 turns, requires incense in city radius)
Also, I've been thinking, and I've decided to split the offensive base unit line into three, starting in the Middle Ages, and have one line each for good, neutral, and evil civs.... Granted, some of the more good-leaning neutrals (Alexandria, Esthar and Lesalia) will have the good unit line (although Lesalia has an entire offensive UU lineup, it will be based on the base unit's stats for the good line, as opposed to the neutral line), and some of the more neutral-leaning evil civs (Galbadia, Shinra & Jeuno) will have the neutral unit line
The pic below depicts the entire offensive unit line, with the first two in the ancient age, then 1 each for the three branches in the last three ages.
from left: Fighter, Knight;
Top Row (Good): Paladin, Sword Master, Samurai (all implemented)
Midddle Row (Neutral): Sell-Sword, Mercenary, Ronin
Bottom Row (Evil): Dark Knight (implemented), Blade Master, Warlord
Please tell me what you think!
ALso, I'll be working on new versions of the Mithra Sniper and the Esperling (Terra) once I get all these new buildings and units added.