Alrighty then, Version 0.1 (what you had until now I decided just now to call Version 0 because it's a nice round number, in fact it's just about the roundest number there is!) has been uploaded and replaced the previous file. Unfortunately I can't put both the new and the old Changelog in the OP because it would exceed the 3.000 character limit, so I put it here for now until... well... I guess I stop being too lazy to upload them as .txt files I guess? Don't judge me, I worked hard enough already today, going through the arduous task of playtesting some last minute changes, and uploading the archive half a dozen times because I always kept forgetting something, like the .ini or the edited scenarios (I didn't actually change the maps or anything, but the Worldbuilder files are exclusive to a given mod and I had to update a line in each to add "0.1" to the name of my mod or the game would always prompt you to load another mod if you try to load a scenario.), but I am 97% sure that what I uploaded should now give you exactly what I have on my system.
I moved the free tech for first to discover from Liberalism to Scientific Method, added three new units (Heavy Horseman for reking in the classical era and as poor man's knights for civs without Vassalage later on, Modern Infantry so drafting don't makes armored vehicles magically appear and as a poor man's Mechanized Infantry, and Police as, well, a poor man's city garrison), slightly nerfed Barbarian UUs across the board (and yes the accursed Seljuk Ghulam Warriors too), made Knights exclusive to civs running Vassalage, made some all around small adjustments to units, promotions and buildings (Granaries and Smokehouses are now no longer absolutely identical like in the previous version) and some other small things. Really, nothing really big except for the new unit, but lots of tiny improvements everywhere.
Oh and remember when I said I would try getting this modmod Git integrated before uploading the next version?
Well...
I lied. Maybe in the future sometime, along with map changes (none of you managed to convince me at all with any of your suggestions so far, sorry), a new civics roster, UHV adjustments and rebalanced civ modifiers. Until then this will have to suffice, and look on the bright side: At least in this mod Central Planning and Mercantilism are actually usable. (No I will not shut up about it already!)
[SPOILER="v0.1 Changelog]Changelog 0.1
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Technologies
Astronomy:
Added Requires Gunpowder optionally
Biology:
Changed Era to Renaissance
Added +1 Health in All Cities
Drama:
Removed Can Adjust Culture Rate
Democracy:
Added First to Discover Receives a Great Statesman
Education:
Changed Era to Medieval
Future Tech:
Added Requires Fusion and Robotics
Genetics:
Changed +3 Health in All Cities to +1
Liberalism:
Added Requires Patronage
Removed First to Discover Receives a Free Technology
Medicine:
Added +1 Health in All Cities
Optics:
Changed Beaker Cost to 1000
Patronage:
Added Can Adjust Culture Rate
Physics:
Changed Era to Renaissance
Scientific Method:
Changed Beaker Cost to 2500
Added First to Discover Receives a Free Technology
Steam Power:
Changed Era to Industrial
Theology:
Removed Requires Writing
Added Requires Literature
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Units
Added Unit Heavy Horseman:
Mounted
Took Graphics from Knight and stats from Cataphract
Requires Horseback Riding and Metal Casting
Requires Horse and Iron
Upgrades to Knight
70 Hammer Cost
8 Strength
2 Movement
-10% City Attack
Doesn't Receive Defensive Bonuses
Flank Attack against Catapult, Trebuchet
Cannot enter Jungle, Rainforest, Marsh
Added Unit Modern Infantry:
Gunpowder
Took Graphics from Navy SEAL and stats from Infantry
Requires Rifling and Plastics
170 Hammer Cost
26 Strength
1 Movement
1 First Strike
+25% City Strength
Cannot enter Jungle, Rainforest, Marsh
9 Drafting Priority
Added Unit Police:
Gunpowder
Took Graphics from my version of it in Knoedelicous and stats from Musketman
Requires Rifling and Constitution
80 Hammer Cost
8 Strength
1 Movement
Can Only Defend
1 First Strike
+25% City Defense
Cannot enter Jungle, Rainforest, Marsh
African War Elephant:
Changed -% City Attack to -10%
Albion Legion:
Added +25% Jungle Attack
Added +25% Marsh Attack
Added +25% Rainforest Attack
Added 20% Withdraw Chance
Anti-Tank:
Added Upgrades To Modern Infantry
Archer:
Changed Withdraw % Chance to 30%
Artillery:
Changed Maximum % damage to enemy on attack to 90%
Asharittu Bowman:
Changed Withdraw % Chance to 35%
Asvaka:
Changed Strength to 4
Added Upgrades To Cuirassier
Added -10% City Attack
Aucac:
Added +25% Jungle Defense
Added +25% Jungle Attack
Added +25% Rainforest Defense
Added +25% Rainforest Attack
Axeman:
Added +25% Jungle Defense
Added +25% Jungle Attack
Added +25% Rainforest Defense
Added +25% Rainforest Attack
Bersagliere:
Added +25% vs. Gunpowder Units
Added Upgrades To Modern Infantry
Bombard:
Changed Maximum % damage to enemy on attack to 60%
Changed Collateral Damage max. % to 50%
Camel Gunner:
Changed Strength to 10
Added -10% City Attack
Caravel:
Added Requires Gunpowder
Carrack:
Added Requires Gunpowder
Carrier:
Changed Strength to 20
Catapult:
Changed Hammer Cost to 50
Added +25% City Attack
Changed Maximum % damage to enemy on attack to 50%
Changed Collateral Damage max. % to 45%
Cavalry:
Added -10% City Attack
Chariot:
Added -10% City Attack
Added Upgrades To Heavy Horseman
Removed Upgrades To Knight
Cho-Ko-Nu:
Changed Requires Iron to Requires Iron or Copper
Added 20% Withdraw Chance
Added +25% vs. Mounted Units
Cidainh:
Changed Strength to 3
Added Upgrades To Heavy Horseman
Conquistador:
Removed Requires Astronomy
Added Requires Optics
Changed Strength to 11
Corvette:
Added +25% vs. Helicopter Units
Cuirassier:
Removed Immune to First Strikes
Added -10% City Attack
Destroyer:
Added +25% vs. Helicopter Units
Dog Soldier:
Added +25% Jungle Defense
Added +25% Jungle Attack
Added +25% Rainforest Defense
Added +25% Rainforest Attack
Farari:
Changed Strength to 7
Added -10% City Attack
Galley:
Changed Strength to 1
Gallic Warrior:
Changed Strength to 5
Ghulam Warrior:
Changed Strength to 8
Added -10% City Attack
Removed Immune to First Strikes
Grenadier:
Added +25% Jungle Attack
Added +25% Marsh Attack
Added +25% Rainforest Attack
Added 20% Withdraw Chance
Gunship:
Added Cannot Enter Ocean
Added Can Move through Impassable Terrain
Holkan:
Changed Withdraw % Chance to 40%
Hoplite:
Changed Strength to 5
Changed +% Strength vs. Melee Units to +25%
Changed +% Strength vs. Mounted Units to +25%
Removed Starts with Shock, Formation
Horse Archer:
Removed Upgrades To Cuirassier
Removed Immune to First Strikes
Added -10% City Attack
Changed Withdraw % Chance to 30
Huluganni:
Changed Strength to 4
Added -10% City Attack
Hwacha:
Added +25% City Attack
Changed Maximum % damage to enemy on attack to 60%
Impi:
Changed Strength to 3
Infantry:
Added Upgrades To Modern Infantry
Added +25% vs. Gunpowder Units
Ironclad:
Changed Hammer Cost to 120
Khampa:
Added Upgrades To Cuirassier
Changed Withdraw % Chance to 30%
Knight:
Removed Requires Guilds
Added Requires Feudalism and Machinery
Added Requires Vassalage
Changed Culture Garrison to 8
Legion:
Added Can Build Fort
Removed +25% vs. Axeman
Longbowman:
Changed Withdraw % Chance to 40%
Machine Gun
Added Upgrades To Modern Infantry
Marine:
Added +25% City Strength
Mechanized Infantry:
Added Requires Oil
Set Drafting Priority to 0
Added +10% City Strength
Medjay:
Changed Strength to 3
Minuteman:
Changed Hammer Cost to 90
Missile Cruiser:
Changed Hammer Cost to 240
Mobile Artillery:
Changed Maximum % damage to enemy on attack to 90%
Mobile SAM:
Changed Hammer Cost to 200
Changed Interception % Chance to 60%
Mohawk:
Changed Strength to 8
Mounted Brave:
Changed Strength to 10
Added -10% City Attack
Numidian Cavalry:
Removed Immune to First Strikes
Paratrooper:
Added +25% City Strength
Patiyodha:
Changed Withdraw % Chance to 40%
SAM Infantry:
Changed Interception % Chance to 50%
Ship of the Line:
Changed Hammer Cost to 100
Siege Elephant:
Changed Maximum % damage to enemy on attack to 60%
Changed Collateral Damage max. % to 50%
Skirmisher:
Changed Withdraw % Chance to 30%
Transport:
Changed Strength to 20
Trebuchet:
Changed Hammer Cost to 70
Changed Strength to 3
Changed Maximum % damage to enemy on attack to 60%
Changed Collateral Damage max. % to 40%
Trireme:
Removed +50% vs. Galley
Vulture:
Added +25% Forest Defense
Added +25% Forest Attack
Added +25% Jungle Defense
Added +25% Jungle Attack
Added +25% Rainforest Defense
Added +25% Rainforest Attack
War Chariot:
Added Upgrades To Heavy Horseman
War Elephant:
Changed -% City Attack to -10%
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Promotions
Ambush:
Added Requires Combustion
Blitz:
Changed Requirements to Combat II and Horseback Riding
City Raider I:
Removed Available To Armored Units
City Raider II:
Removed Available To Armored Units
City Raider III:
Removed Available To Armored Units
Guerilla III:
Changed Withdraw % Chance to 30%
Woodsman III:
Changed +% Jungle Attack to +25%
Changed +% Forest Attack to +25%
Changed +% Rainforest Attack to +25%
Changed + First Strikes to +1
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Buildings
Bomb Shelters:
Added Stores 5% of Food after Growth
Buddhist Stupa:
Added +1 Free Priest
Bunker:
Added Stores 5% of Food after Growth
Castle:
Added Stores 5% of Food after Growth
Catholic Cathedral:
Added +1 Free Priest
Citadel:
Changed Hammer Cost to 100
Added Stores 5% of Food after Growth
Confucian Academy:
Added +1 Free Priest
Dun:
Added Stores 5% of Food after Growth
Granary:
Changed Stores % of Food after Growth to 20%
Added +1 Food for Improved Corn Tiles
Added +1 Food for Improved Rice Tiles
Added +1 Food for Improved Wheat Tiles
Hindu Mandir:
Added +1 Free Priest
Islamic Mosque:
Added +1 Free Priest
Orthodox Cathedral:
Added +1 Free Priest
Protestant Cathedral:
Added +1 Free Priest
Smokehouse:
Changed Stores % of Food after Growth to 20%
Added +1 Food for Improved Cow Tiles
Added +1 Food for Improved Deer Tiles
Added +1 Food for Improved Pig Tiles
Added +1 Food for Improved Sheep Tiles
Tambo:
Added Stores 5% of Food after Growth
Taoist Pagoda:
Added +1 Free Priest
Zoroastrian Royal Fire:
Added +1 Free Priest
Walls:
Added Stores 5% of Food after Growth
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Natonal Wonders
Interpol:
Added +1 Production from Great Spy in All Cities
Olympic Park:
Added +1 Production from Statesman in All Cities
Added +1 Production from Great Statesman in All Cities
Triumphal Arch:
Removed +1 Production from Statesman in All Cities
Removed +1 Production from Great Statesman in All Cities
Added +1 Production from Great Military Instructor in All Cities
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Great Wonders
The Statue of Zeus:
Changed Hammer Cost to 100
Removed Double Production Speed with Ivory
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Terrain Features
Flood Plains:
Changed + Sickness in nearby cities to +0.30
Forest:
Changed Defending units get +% strength to +25%
Jungle:
Changed Defending units get +% strength to +25%
Rainforest:
Changed Defending units get +% strength to +25%
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Resources
Coal:
Changed Enables to Steam Power
Copper:
Changed Reveals to Mining
Changed Enables to Bronze Working
Horse:
Removed Animal Husbandry Reveals
Iron:
Changed Reveals to Bronze Working
Changed Enables to Iron Working
Whale:
Changed Obsolete with to Industrialism
Added Requires Refrigeration for Trade
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Civics
Animism:
Changed Anarchy Length to 2
Central Planning:
Changed Upkeep to Medium
Removed +1 Production from Mine, Quarry
Removed Double Production Speed for Public Transportation, Laboratory (reverting to orivingal, remove this notice after it is done)
Added +1 Health from Public Transportation
City States:
Changed Requires to Writing
Direct Rule:
Changed Anarchy Length to 2
Environmentalism:
Changed Upkeep to High
Added +1 Happiness from Jungle, Mud, Rainforest
Mercantilism:
Changed Upkeep to Medium
Mercenaries:
Changed Upkeep to Low
Subsistence:
Changed Anarchy Length to 2
Totalitarianism:
Added Low Upkeep
Tribalism:
Changed Anarchy Length to 2
Tyranny:
Changed Anarchy Length to 2
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Corporations
Luxury Industry:
Added Consumes Stone
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Other
Changed CONSCRIPT_POPULATION_PER_COST to 56
Added 1 Happiness in All Cities for every 10% of Commerce assigned to Culture
Processes Wealth, Research and Culture:
Changed Hammer to Commerce Conversion % to 50[/SPOILER]