(NOTE: Sorry I havent been able to further test your mod because my bros schedule and mine seem to not match...(due to overtime and manpower shortage)
hopefully in the next couple of days I will be able to report further MP testing!
)
Since peeps are recommending some other mods to intergrate into this one...
here are some of my recommedations:
TheLopez has made a couple of mods that utilized great specialists better and the military aspect (which I believe Civ4 lacks big time)
Unfortunately (or fortunately because if he did I would be using it instead of this one!
) he has not made an intergrated mod...
The Great Specialist Mod:
http://forums.civfanatics.com/showthread.php?t=156189
- this one enhances the Great General where it provides a special unit to add morale bonus to a troop stack as well as great specialist capabilities (enhanced version of Snaitf's Great General) this is a really good mod
- adds the Great Doctor and Great Stateman, which adds depth to the non-military part of Civ4
The Miltary Bases Mod:
http://forums.civfanatics.com/showthread.php?t=154418
which lets military troops train in cites while they are fortified, which is more realistic to me and adds more depth to advancing military units (besides just fighting to get xp) By realistic... most nations do not just "declare war" but train their military army to prepare for war...
TheLopez has other mods (in his signature links) too
Requies made a great Exotic Foreign Advisor mod component that better reports your trade and surplus with other civs:
http://forums.civfanatics.com/showthread.php?t=146687
it details resources/trade stuff better
he also has a domestic advisor, but reports some trouble with it...
http://forums.civfanatics.com/showthread.php?t=145285
again better info reports... (but might be buggy...so not recommended unless you want to beta test)
Dr. Elmer Jiggle came out with a great mod component called
Civ4lerts: Alert messages about in game events
http://forums.civfanatics.com/showthread.php?t=157088
which does:
* City will grow on the next turn
* City will become unhealthy on the next turn
* City will become angry on the next turn
* City has grown
* City has become unhealthy
* City has become angry
* Civilization has significant amount of gold available for trade
* Civilization has significant amount of gold per turn available for trade
very handy for managing civs...
on a similar note:
Exavier made a Composite Mod v1.7
http://forums.civfanatics.com/showthread.php?t=147560
which I liked because it eliminates the pesky global warming crap and lets military aircraft destroy land/sea based units (I always thought that 50% destruction from airstrikes were bull**** and unrealistic)
unfortunately I could not understand how he coded 100% airstrike destruction
and his mod doesnt work well in MP (OOS errors
)
I tried to intergrate all these mods together (with destructive results
) so I will recommend it to professionals...
I believe all the mod makers will allow you to use their mods as long as you give them credit (check with them of course)
I think the two mod components (Exotic Foreign Advisor and Civ4lerts) may be easier to intergrate because they are components... not compete mods in themselves...
I wish I could help you in intergrating... but last time I did I screwed up my game soooooo bad I had to delete and reinstall the WHOLE GAME
but those are my recommendations...
they would really enhance CivMore
PS also I agree with Tycoon101 and Brancaleone... Rabbit has some good mods components there