Few more rants.
- Great Galleas is not intuitive GREAT_GALLEAS but VENETIAN_GALLEAS
- Mandekalu Cavalry is not intuitive MANDEKALU_CAVALRY but MUSLIMCAVALRY
- War Elephant is INDIAN_ELEPHANT
- For some reason BUILDING_TEXT_HELP is separated from BUILDING_TEXT and BUILDING_TEXT_STRATEGY, and each expansion/DLC has these lines in different file! Good luck finding them all! Oh, and to complicate that more, wonders/buildings/units/traits/everything is in various random XML files so in order to properly change TEXT you have to search proper lines in all text files (...and for some reason each version, even the smallest DLC, has over dozen various XML files - even with 1KB each one! - instead of one easy to explore file!). For example, one time I found BUILDING_TEXT_HELP for proper building in Buildings.xml, once in Jon2.xml (what the hell is Jon?) and once in TextInfo.xml because why not. Everything depends on from which DLC you seek for XML (and apparently the amount of trolling mood of developers

). Combine this with the fact that some features have no intuitive names taken from in - game but for example, as I have written before, MUSLIMCAVALRY.
Firaxis!!!
You know what would be utopia? One goddamn XML file for text. Yes, it would be big, but I prefer to launch one big file and edit this one file for 30 minutes using SEARCH IN FILE option than switch between 15 randomly named and divided files only to find BUILDINGS neither in BUILDINGS.xml nor BUILDINGS_TEXT.xml but in JON2.xml, whatever the hell is JON.
Seriously, I am 18 years old stupid noob amateur and I regularly almost facepalm when I see hordes of stupid/needless 'programming choices' made by Firaxis.
Also:
1) As few people commented before, the most ridiculous thing are those useless tables like <ReceivesCultureFromKills>true. Because why implement some very simple mechanism 'hey modder! look, you can use this simple XML lines to customise free food/whatever yield from kills!', better implement hordes of strict arbitrary lines like this one

And this damn boolean (true/false) instead of, you know, value which could be used to customize amount of culture...
2) I don't know if it would be possible, maybe for some reason absolutely not, but you know what would be very, very, VERY helpful for beginning LUA modders? Game logic in Assets written in - surprise! - LUA. So we could reuse it. This is even more annoying because there is some LUA lines in Assets, they are just AssingStartPlots.lua which is still impossible to edit by beginners because it is f****ked
