I did an re-install last night and that seemed to do the trick.
Have some questions though. Playing as the Scions I noticed right off that bat that:
A) Creating a Temple of the Gift created a patch of Haunted Lands around you.
This wasn't a problem for me as it saved me a lot of time clearing out the Jungle I was in. However, there didn't seem to be a exact pattern to this other than mostly a 1 hex radius. Is it possible that cities on the coast cause extra patches to appear? The reason I ask is that while resources like dye and silk were unaffected, I'm worried that wouldn't duskwood be wiped out by the Haunted Lands?
Second problem was health issues. I had one city on a river, on the coast that I couldn't get healthy! I wasn't in a flood plain and I build every single health producing thing I could. I researched sorcery just to get the necropolis. Plus, the city was only a Pop 4! Other cities had health issues but generally a number of health buildings cleared that up. Is this health thing a way to slow down the Scions?
B) River Ports: In my city with the

I got a message saying my citizens demanded a River Port. Now this was on a coast and due to building all my health buildings, I don't think I built a harbor. Now that I have a River Port, will I be unable too? In many mods that is the case.
C) I like the galleas. I looks exactly what I was thinking of in the regard to 'Battle of Lepanto' galleons. The quidrereme animation looks funny for some reason.
D) Any chance of getting a new animation for the Mechanos Hunter & Ranger? As a steam punk mavin, I'd think you'd want something like Feris with goggles. Come to think of it, the
![Civ4 [civ4] [civ4]](/images/smilies/civ4.gif)
Spanish Conquistador would work for a Ranger.
E) Belated thanks for technopriests being able to vitalize! I think being able to upgrade your lands is one of the most potent weapons a human has against the AI.
F) Thanks for the fix on forts; hopefully the AI won't be so ******** about them. However, I was wondering what your take on forts vis-a-vie the Kuriotates post I wrote a few days ago. I do believe that the current forts take away from what makes the Kuriotates 'special' and they need to be compensated.
G) Obviously I believe my own ideas to be brilliant

D) but I do agree that the Doviello need to be 'viking'ing' up a bit to make them more interesting. I do believe that another race (the Sidar?) or a new race needs to have some maritime bent in a different way than the Luann to counter-balance them. I rarely play them because I don't like the 'piratey' theme in a fantasy game. If they looked more like the Corsairs of Umbar or...and word of advice, don't type in 'fantasy pirates' in Google image search thinking your are going to get swords & sorcery type pirate pictures.
