Thanks for pointing out the baths prereq issue, fixed it. It still (erroneously) required a Colosseum be present in the city you want the baths.
@Markolainen
I honestly thought AIs received production/tech modifiers and such, that's how it's worked in previous versions of Civ. Even if not though, the AI inherently 'knows' about changes to improvement yields and such. I tweaked it further to make them 'like' farms a bit more than usual. In general, I've seen them put improvements at the same locations I do.
About city healing, that was brought up in the city defenses thread
here, and these was my thoughts:
Regarding city defenses, I agree... I also feel city healing is too high. It's why I kept base healing at the pre-1.135 value in the Combat mod (1.135 increased it from 1 to 2 and added the modifiers from city strength).
I still strongly feel increasing city hitpoints through defensive structures is a better solution than increasing strength or healing. Improving strength disproportionately hurts tech-inferior forces, while improving healing hurts long sieges while not having any effect on quick city captures. A boost to hitpoints for each defensive building affects all armies and attackers equally, improving city durability with minimal side-effects. Unfortunately, this isn't possible with current tools.
I might include the railroad "central station" building in the city dev mod... would make sense to make it part of the core mod.
@black213
Culture is inherently more powerful than other yields, so we gotta make sure to not overdo it.
@Txurce
Considering how early gains in Civ have exponential effects, I want to be very careful with the Pioneer. Even being able to settle your second city 1-2 turns sooner can have a cascading benefit on the rest of the game. The biggest benefit is it moves twice as fast in rough terrain as a normal settler... sort of like an 'ignores terrain' bonus already, which is why I left it off for now.
Minutemen are fun to spam with a quick beeline to them... but a huge pain to upgrade. The main benefit is having all future gunpowder "footmen" units ignore terrain costs, which provides a lot of flexibility. You run into the same "saves turns" phenomenon as with the Pioneer... if you can get to a target a few turns earlier that means you can
kill it earlier, which is basically the same end result as a combat bonus.
@CuraditO
Did you try deleting the cache folder:
\Documents\My Games\Sid Meier's Civilization 5\cache
You might also try verifying the game like pyccos suggested. Other than this I don't really know. I've never encountered the issue you describe, so I suspect it's something from another mod, cached data, and/or data corruption.
- Balance - Crossbow upgrade to cannon
- Balance - Embarkation
- Balance - Farms
- Balance - Fewer Weak Wonders
- Balance - Greater Person Improvements
- Balance - Less Rancid Improvements
- Balance - Mine & Lumbermill
- Balance - Specialists & Great People
1 is obsolete, promotions now update in the Combat mod. 2 is also part of the Combat mod.
3, 5, 7 - Now part of Terrain Improvements mod
4, 6, 8 - Now part of City Development mod
(see signature for links)