The City disappearing bug occurs after specific buildings are built, (buildings that have some art info wrongly declared), which is why this problem generally occurs after 30-40 turns. It will be fixed in the update. You also must be playing on a large resolution monitor. I've moved erroneous artwork from the vanilla game to the right instead of outright deleting some of it to help with stability. I'll move these even further off the screen in the update. Delete the latest version of NiGHTS/cache folder/contents of ModUserData when the update is released and then verify your files through Steam. Frigates always needed Iron so I haven't changed this - but I have extended the lifespan of the Caravel/Turtle Ship to coincide with the Frigate. The City-State modifier will be returned to a negative modifier now that Firaxis has added more positive modifiers, (and what with diplomacy now being more stable). Terrace Farms/ Moai Stats will be implemented into the starting techs of the Polynesian in the update. Correct. I have, however, included alternate versions of the Wonders that came with the Ancient Wonders DLC. I'm afraid this is probably due to Custom Notifications as I include a modded version of a similar file in the mod. Try uninstalling it, deleting your cache/contents of ModUserData folder, and verifying your files through Steam. Infoaddict is perfectly compatible. Hmm - I haven't done anything to Settlers - was this not how they behaved in vanilla CIV V? As for the crashes, deleting the cache/contents of the ModUserData folder, and verifying through Steam usually helps. Also, are you using any other mods? NiGHTS modifies a ridiculous amount of files, especially UI files, so any other UI mods that you have running will cause problems. As for not seeing the traits - this is done on purpose for now until I finish custom load screens for Civ's - it just makes my job easier as I constantly edit/re-edit while still squashing bugs. If you hit esc during the game and hover over your leader icon on the menu screen, it will tell you your active traits. This is happening because I've remade every Tech that you see in the game. This is to avoid any future conflicts with patches/expansions, as even the slightest alteration to the Tech Tree will cause crashes based on the amount of changes that have gone into it. This means that any additional Civ's you play with won't recognize the new starting Tech's, and seeing that the original Agriculture Tech has been disabled, they'll start the game with the bugs you've mentioned. Even though these new custom Civ's would lack the Traits used in NiGHTS, if enough people want to use them, I could make it so they are at least playable when starting up a new game. The Magna Carta is bugged at this point and will be given a new ability. I don't think Open Borders ever gave a relations boost - but unfortunately, if you're getting the -1 relationship hit even while having open borders, this is still accurate. Despite having Open Borders, the AI still doesn't like how close the borders are... I've raised the hammer and maintenance cost on the Watchtower and Black Market - seeing as they are more situational buildings, I'm not too worried at this point, but if other people find they are too powerful early on as well, I could make them even harder to build, or just change their abilities all together. I will also change the upgrade paths of Pikemen, Knights, Longswordsmen to Longswordsmen/Lancers/Musketmen. I was never a fan of some of these vanilla upgrade paths to begin with, and the extended Tech Tree is partially to blame for these number now being out of whack. Working on the update now, will be out later tonight.