Global - Pro-rata Buildings Purchase does not make sense, since in VP buildings are invested instead of purchased.
I'm using it since times, when you had more then 50% of production, you couldn't use gold investment on buildings.. (or actually i dont remember, maybe i was annoyed, that i have to pay full prize when i was 2 turns away and wanted rush any way)
But, i just realised today

, that it wouldn't really matter, depending on how/if production overflow works, and after short testing, i wasn't sure how it really works, so i left the mod..
More or less scenario of my test was following..
I had council, that i build up to 2 turns to finish, with build cost 49 on Epic speed, with city production 13 (took tradition production, and started on Renaissance)
Then i rushed, and total cost dropped..
And now is part i don't understand.. i Expect it to drop to 24-25prod, and this number was shown, when i added next item, and put Council lower in the queue.
But when the Council was on the top of queue the cost switched to 35.. it looked like it scaled cost to not do the overflow.. Any way, i wasnt able to explain it in any deterministic manner, maybe i was sleepy

But then in next scenario i had 13 overflow after rush (something like 43/30) with 13 city production, so i expected, the next turn, next building will get immediately 26 production, and it got 13..
So honestly, i just realised, im not really sure, if production overflow work..
I was sure it works, since i had it multiple times, but maybe something is lost in a moment, when you rush building under 50%.. i dont know..
Any way this mod scales the prize when building is under 50%..
But if production overflow would work ideally, theoretically this mod would be a cheet..
Like lets say building have 100 production, and lets say 200 gold rush, and u have 2 turns left when you rush it, so cost would drop to 50, so you immediately get 40 production overflow,
now with scaling you would probably pay like 50 gold.. so it would be much more cost effective than intended.. But it would require more thorough testing..
Any way.. can anybody tell me, how exactly production overflow should work? Just realised, i had some assumption from long time, but it seems they are not coherent with reality
UI - No Auto-Embark Workers stops the Dutch player from auto-building Polders in water.
My last game i had this mod, and AI Dutch build polders on coast.. This mod basically stops automated workers the second they go to coast, nothing more..
I start to play it, because of some game, when i had islands, and during war my workers were constantly picked up by enemies..
But my concerns wasn't regarding this particular mod, but all of them together.. I had the link from i think Ponton bridges thread, but many of them were never mentioned in other topics..
So i consider this side kinda niche..
Many minimap overlays are already in VP. Check base VP to see which ones are available first.
Just did a quick look, and it seemed for me, that those views, i used wasn't present on the overlay.