New V9!
70 8 New Techs: Ceremonial Burial, Bureaucracy, Enlightenment, Trading, Division of Labor, Trade Fairs, Agricultural Revolution, and Bonds.
71 6 New Buildings: Burial Mound(Burial Tomb now replaces), National Academy, Regional Fair, Mill, Town Hall, and Bond Market.
72 Massive science changes. Due to instabilities with techs that cost 200k+ beakers, combined with the addition of 5 tech widths to the tree(increasing end cost 1k%), I had to make major adjustments to the tech costs and generation. Most noticeably, you will see that you are making 1 Sci per pop starting out, but the techs are 10-20 beakers each. My hope is that the tech pace stays roughly the same or better than it was before. Given the changes though, not guaranteed. Let me know of any issues you run into or balance suggestions you have.
As of January 21
Also, there was one problem that I have experienced over the day and I am not sure it's source. The time it takes to generate a map has been extremely enormous. Like instead of a dual map generating in 5-10 seconds, it is more like 1-2 minutes.
Hopefully you guys don't see that in this version, but if you do I could use as much info as possible to track it down. Thanks.
Ok, thought I might have been imagining things... makes me wonder how well the core mod engine of CiV is really put together
One more thing: your mod is the only reason I am still playing CiV - the vanilla game is quite bad compared with the amount of depth you have put and continue to put into it - kudos for that.
(and if you could find some way to fit the water cities of ctp I and II into CiV, it would be even greater

)
Thanks. Water cities are going in as soon as possible. Basically once I get art and someone mods sea city functionality in with the dll. Same for mountain mining and tons of other things.
