The art you guys have been pumping out looks great.

Try and stay away from symbols that are obviously tied to specific nations, political parties, people, etc. Keep it symbolic and applicable to all civs who might choose that policy.
Also, Fires, how will the branch order be determined? Will it automatically align itself to the branches that unlock first, or will I have to rearrange it once I decide the order in which they become unlocked?
Hope you start feeling better soon
Thanks. Whatever is wrong with me, it isn't something normal. I may have more days ahead where I am out of action. Got some energy tonight at least. Lets see if it keeps up over the next few days. Only schedule to work 1 day out of the next 9, so hopefully I can get lots done with the project.
I have encountered a bug, there are no barbs on the map (V9,22.1).
Odd. Are you sure you didn't accidentally turn them off?
Ok, I sort of agree with the machine gun, but you are right at least its balanced. On wikipedia it says that grenadiers were used a lot throughout the 1600's, but maybe they're wrong? Yes, I think cannon damage needs to be lowered further. Cannon vs rifleman at range is -5 for rifleman. I don't think it should take half of its health away. Sorry, I should have been more specific. I meant mounted melee calvary.
I will drop it by 2. Let me know if that makes a significant difference.
I think at some point I will split the mounted units into 2 groups. Mounted ranged and mounted melee. This would allow for the addition of units like Dragoons and whatnot that would fill those slots. Not sure when that will happen.
Ok now the industrial era.
New Units
I think I may implement Mortars and heavy arty as dead end bonus units. There isn't quite room to fit them into a unit line, but they could be pretty good as slighting more powerful versions of say Machine Gun and Artillery, which you would research only if you really needed to.
Spec Ops, Snipers, etc will likely stay out until I can implement them as part of a subversive unit system. Basically you will need spec ops or other subversive units to see them, and they will wreak havoc on your back lines unless you go out of your way to find and stop them. At least that is the idea. And it is relatively far away in implementation.
I think you may be right on the extra range on the missile squad. It will now have the Anti-Tank promotion.
Bombers and aircraft in general won't be getting any stronger until I can implement stack limits. Too easy to dominate the game with an endless stack of aircraft.
Paratrooper - Which era are you looking at implementing Marines? They technically originate from the beginnings of American history and I am sure other nations had the concept before then.
On one hand, Marines are stronger and fight harder than Army units in most situations, so I can see them being very strong all around, but on the other hand I don't know that there is quite room for them to fill a normal infantry unit slot in the tech tree.
I would probably create a marine that has 1-2 Amphibious promotions and leave them with that concept.
Or, I could make an entire line of them, which would allow them to be stronger than average infantry, but you get them later in each era. That would allow the strength to grow with the rest of the military while maintaining the specialization of beach landing.
New Tech Tree Files D.
Change Log:
Performance upgrade
Applied a pipe fix by "JANorton"
Awesome, thanks.

If the tech pipe fix works it should save me tons and tons of time. Too much pointless rearranging just to fix little breaks here and there.
Like some of the others above I've hit a wall. There are no techs available for research that don't cause a CtD. I guess I can't really say that; I've only tried to choose Division of Labor, Chivalry, and Education. The load times are b'tween 4 and 5 mins so I stopped testing. Not sure if you're looking for save games. If so, here's one. The only other MOD running is perfectworld 3 v2.
The latest version addresses this issue.
After seeing some confusion on dragoon/grenadier era troops, I thought I'd throw my two cents in. Much of my knowledge come from the Total War: Napoleon franchise and it's predecessor. This is 1700-1800's era, so before this cavalry may have been organized differently. Dragoons were cavalrymen who could also dismount and fight in the style of line troops(fix bayonets, fire volleys from a line). Most other cavalrymen were equipped only with swords and/or lances. To get the dragoon to be right, you'd have to have a unit less strength than lancer, but with a 1 range ranged attack. It wouldn't make sense unless you gave all gunpowder, and modern ranged units at least 1 range. Grenadiers were elite troops formed of large strong men who could hurl the heavy bombs they carried farthest. Their size and training also gave them an advantage in melee. They would have the best strength, and ranged of contemporary infantry, and a bonus against cities and fortified troops, but would be very expensive as historically they were rare, elite troops. There were also what the French called 'Chasseurs', cavalry designed not for melee, but to ride around and fire their muskets from horseback. If you plan to add any or all of these you could throw in heavy cavalry as well. A tougher, slower cavalry that could break all but the best fortified troops. The French called them cuirassiers, the English had light and heavy dragoons, the light being mobile infantry, the heavies true to name were heavy cavalry. If you include light dragoons and chasseurs, you might want to have the dragoons need to set up(dismount) to handicap them vs the otherwise slightly weaker chasseurs. Mortars were also used in this era, but they were slower, heavier, and more cumbersome than most artillery and were most often used in long sieges, less out in open field battles. They had an advantage against fortified troops and city walls in that the shells dropped from too high an angle for earthworks or walls to be effective barriers.
That is generally what my research showed as well. Many of those units may be best as optional units on dead end techs.
Should the nuclear power plant no longer add to production?
All unit producing buildings also give gold and/or production. Some more or less.
I'd like to start suggesting additional social policy ideas. You'll be adding multiple social policy pages beyond governments, right?
Yeah, though I will likely focus on the pages listed in the OP before branching out.
I will create a new notepad to put policy suggestions in.
Hello!
I was just trying out this mod and I've attached a pic from turn 19. The values for food, production and gold seem really high! Is it supposed to be like this?
Thanks!
**Edit**
Forgot to mention, this is the only mod I have installed and the tech tree looks amazing by the way!
Yeah, thats how it is.
The cost of buying land need to be adjusted. it's too cheap for this mod's base yield.
The last time I changed this it caused a CtD Wall. But the latest patch notes seems to indicate they may have fixed it. Not in a hurry to test that theory though.
I've ran into two problems which are probably game engine related.
1. Your city can produce +-(negative) gold if it goes over somewhere between 256k~264k. I guess they use a strange 11 bit signed variable instead of a 3 byte one for gold production per city.
2. Traveling on land while having Levitation motors movement bonus can cause a crash when traveling very long distances that are not 100% roads or railroads. You have to start your travel on a road or railroad to get this crash. So if your entire travel path does not have any roads/railroads, or all roads/railroads the game will not crash.
1. I have seen something along those lines, though I wasn't able to tie it to a specific value. Also, when it happens to me, it seems to be related to the Anarchy that I recently experienced. Did you change governments near the negative gold event?
And it isn't limited to gold unfortunately. Seen it with production and research too. Going to have to keep an eye on it and think about possible solutions or workarounds.
2. Certain movement issues are documented, though it had sounded like they fixed it in recent patch notes. Could perhaps be a similar, yet different issue with routes though.
That would be great if you could get it done before then. Sorry about you being sick, hope you get better.
Here are some sub policies.
Thanks and noted.
How do you view the Tech Tree? When i click on tech tree I just see the five different tech icons, and when i click on any of them it just comes up with a list in the bottom right hand cornoer saying "not yet available
available
currently researching
researched"
yet none of the buttons are clickable.
Great work though the best mod i've seen
Do you have any other mods running? Also, you might ensure that you have no other versions of my mod still installed as they have been known to conflict with each other.
And thanks.
My last game (huge,deity,pangäa,marathon,V9,) crashed after someone finished the galileos telescope on turn 178. After ctd i can`t load the savegame anymore.Tried to load older saves but that does not work.
I haven't heard other reports about Galileo's Telescope. Could be something else with the beginning of a new turn that is crashing it. What if you start back a few saves and get a Great Engineer? You might have to use FireTuner to do it though. If you build the Telescope and it changes the outcome, it could give some good info.
Just want to check something .. Running latest v9 and switched gov from Monarcy to Republic. Smiles were about 8 before switch, in anarcy dropped into -30+, when came out of anarcy it stayed in the -30s. Is this intnetional or a glitch?? Just curious. I'll try others later but if they all exhibit this behavior then once pick a gov might have to stay there. Great so far .. only 1 CTd and that was because steam d/l'd something for another game .. gotta luv steam.
Most likely related to loosing the garrisoned units bonus found under monarchy.
For the religious ideologies, I tried to pick the most neutral ones I could find. I found pictures for Tolerant, Evangelical, and Secularism. The others I am almost afraid to touch for fear of upsetting someone.
Those first 2 pics are sweet. Though, for things such as the social policies I don't really want any art that directly references symbols of specifc countries, such as American Flags and whatnot. Some of the US Flag related art has looked pretty good, it just wouldn't fit very well unless you were playing as America.
Okay, it seems I missed the post on social policies. Here are some revised suggestions.
Gov Ideologies
Gov Systems
Religions
Noted thanks.
State Divinity will be something akin to the ruler being characterized as god or a god. Similar to the Egyptians in some respects.