Plans for version 1.1, which will be released after the official 2.8 release.
"Primitive civics buildings"
-Chiefdom (Fortified Encampment: Req: Guerrilla Warfare. +5% Spy Defense, +10% Defense (except against high explosives). Required to build Technical)
-Junta (Interrogation Building: Req: Fascism. +6 Espionage, -2 Happiness, -25% War Weariness, +1 EXP: Spy.)
-Tribal (Warrior's Hut: Req: None. +1 EXP: Archery, Melee, Mounted Units. Obsolete: Military Training)
-Barter (Caravan Post: Req: Trade. +25% Trade Route Yield. Obsolete: Mercantilism)
-Folklore (Idol Shrine: Req: Ritualism. +3% Commerce with Gold, Silver, Copper, Stone, Marble. Obsolete: Monotheism)
-Survival (Mercenary Camp: Req: Bronze Working. +2% Commerce: Iron, Copper. Required to train Bandit Footpad, Bandit Rider. Obsolete: Nationalism)
Status: Finished.
"Civics units"
-Chiefdom (Technical: Str: 40, Move: 3. Can Intercept (5%), 25% Withdrawl chance, Starts with City Raider I. Flank against Freight, Caravan, Medic. Req: Ammunition, Diesel, Synthetic Rubber, Vulcanized Rubber, Fortified Encampment (civic does not have to be active). Tech: Guerrilla Warfare, Machine Tools)
-Monarchy (Imperial Guard: National Unit: 1. Str: 14, Move: 1. Starts with Imperial Guard. Req: Iron, Palace. Tech: Feudalism. 25% Building Bonus with Silver.). Upgrades to Guard du Corps.
-Monarchy (Guard du Corps: National Unit: 1. Str: 24, Move: 1. Starts with Imperial Guard. Req: Sulphur, Palace. Tech: Flintlock. 25% Building Bonus with Silver.) Upgrades to Modern Imperial Guard
-Monarchy (Modern Imperial Guard: National Unit: 1. Str: 37, Move: 1. Starts with Imperial Guard. Req: Ammunition, Palace. Tech: Automatic Weapons) Upgrades to Robotic Imperial Guard
-Monarchy (Robotic Imperial Guard: National Unit: 1. Str: 142, Move: 2. Starts with Imperial Guard. Req: Palace. Tech: Personal Robots)
*Note: Imperial Guard Promotion: Special. Resist Collateral Damage 100%, -40% Uprade Cost.
*Note: Charthage has an Amazonian Guard version of the Modern Imperial Guard is based on Qaddafi's Amazonian Guard, consider this an Eastern Egg.
-Fascist or Nationalist (Paramilitary: Str: 31, Move: 1. Starts with Patrol I, Pinch I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare)
-Communist or Marxist (Leftist Guerrilla: Str: 31, Move: 1. Starts with Guerrilla I, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare, Communism)
-Intolerant (Fundamentalist Guerrilla: Str: 29, Move: 1. Starts with Commando, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Revivalist Church. Tech: Guerrilla Warfare, Mass Media)
-Suvival (Bandit Footpad: Str: 6, Move: 1. 30% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance. Req: Mercenary Camp (civic does not have to be active). Tech: Bronze Working) Upgrades to Musketman or Guerrilla
-Survival (Bandit Rider: Str: 8, Move: 2. 50% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance. Req: Mercenary Camp (civic does not have to be active) Upgrades to Cuirassier or Guerrilla
-Supremacy (SWAT: Str: 40, Move: 1. +50% vs Guerrilla, Leftist Guerrilla, Fundamentalist Guerrilla, Paramilitary, Starts with Patrol I, Urban Tactics I. +1 Gold Maintenance. Req: Ammunition. Tech: Communication Networks)
-Post-Scarcity (Mass Produced Robot: Str: 110, Move: 2. .Can intercept (20%). Tech: Military Robotics)
NOTE: Imperial Guard and Guerrillas are in separate folders.
EDIT: Bandit increases in cost per additional unit; I forgot about that function during conceptual creation, Minor changes with Guerrillas
Status: Main units-Done, Guerrillas-Done, Imperial Guard-Done.
"No more need to overwrite XML files"
Hopefully that will reduce errors. This will also result a reduction in in-game info about the buildings, however, all the buildings will still say which civic they require. I also plan to produce a couple of "bonus" files (if necessary) in hopes of increasing compatibility with other modmods.
Status: Waiting for 2.8 official release.