Yeah I was thinking of updating tech names and shifting around the eras a bit, to balance out the length of each era and to be a bit more realistic. This will happen, eventually, however with every change to era I have to manually update every help/strategy text to match accordingly.
Crossbows were actually invented around 400 BC in Greece, they were called Gastraphetes, and they will be the unit that Crossbow grants (not Crossbowman). So actually it fits quite nicely on the timeline.
I try not to put social developments (read: not religion XD) on the tech tree, so you probably won't see stuff such as Feudalism or Vassalage on the tech tree, unless I really would like some ideas. Plus I attribute that stuff to Medieval Era, around 800 AD, which is beyond the scope of this mod.
Stained glass won't do, I don't see a purpose and Cathedrals are, like Feudalism and Vassalage, above the scope of this mod.
I don't think I'll need more techs after these four...I expect the mod to pace quite nicely with these additions.
Since I can't sleep I'll work on getting all the new assets playable. They're going to need art assets. I'm too bad with art, I'm not even going to try. If I don't get custom icons I'll just slip some default Firaxis ones and put a request in, making art is exhausting work.

Especially when you suck at it.
Building - Glass Workshop
Tech - Crossbow
Tech - Glassblowing
Tech - Pavement
Tech - Sanitation
Unit - Militia (Sorta like Legions except less armored)
Sneaks said:
If I released the version as it is now:
- there would be no non-DLC version
- the file wouldn't be under 10 MB, which means I have to host on a different site and it runs the risk of being taken down (they don't like my mod)
- you would run into a littany of bugs that I need to iron out (like unit upgrades)
- the game may be out of balance
Version 7 will not come out this year but shouldn't take much longer after the new year