The ~256k+ is per city for gold, production and maybe culture. I never got culture that high but I bet it uses the same variable type as the other two city stats. Thanks to being able to sell 1 building a turn you can stop the overflow to negative by selling a gold related building or two. A few updates ago I could earn over 1 million gold per turn empire wide easy with 5-6 cities nanotech era. Science overflow is an empire-wide variable though. You can tell by the progress of a tech saying -180k/10k required as an example. Since you can get into farther eras leaving a lot of lower cost techs I usually get this overflow to negative in late modern/ early digital era playing earlier tech catch up for 20+ turns. This is playing quick games. I don't know if it is possible to cap a city's gold and production but that would stop those going into negatives.
They capped happiness per city, I wonder if gold could be capped in a similar way.
If you can tell me some of the tech lines that you had to play catchup on, I can see about putting some prereqs in their way.
I am just going to have to keep bringing the gold totals down, as well as putting some work into production.
I've had the issue with save reload .. posted on it a tad ago, but was playing on large maps. Had the same issue in vanilla on large/huge maps. Played thru without a reload few days ago and was actually able to get a lot further before the eyes crossed and had to quite, tried to reload got a turn or two and then bame CTD. No idea what causes it and also can't say if occurs in vanilla anymore .. as stopped playing that boring thing a month or 2 ago. As stated I'd be back to Civ3/4 if it wasn't for this mod.
Doubt they have fixed it. It would be nice to see some more stability fixes from them though.
I am a professional digital painter. I would be willing to do custom artwork for projects. Just give me a size, theme, etc, and I can whip a few things up.
Nice work.
Not really sure where to begin asking for help at this point. Most of the stuff that I need can not be added into the game at this point.
Most everything else, such as icons and wonder splash images already have images.
However, many could be improved upon, especially with some excellent original art.
So, I would welcome any art that improves upon some of the icons and splash images that we already have. I will leave the choice of what to improve up to you.
Here are the sizes for the icons that I currently add with the mod:
 Buildings 256, 128, 64, 45
 Resources 256, 80, 64, 45
 Technologies 256, 214, 128, 80, 64, 45
 Units 256, 128, 80, 64, 45
 Unit Flags 32
Out of that list, I would say that the new resources could use the most improvement. They need some work to make them stand out better, as well as to bring their art to the level of the Vanilla resources(same general color tone, especially the backgrounds).
I am not sure about the sizes on the wonder splash images, though I think most of these are pretty good apart from a few missing images which I can't think of right now.
Anyway, I appreciate the offer, and look forward to anything you wish to donate.
How about, for early gunpowder units, you need sulfur and saltpeter, which can be transformed to black powder at a building (One Sulfur + 1 Saltpeter = 5 Black Powder)
While I do feel that renaissance/medieval are missing some resources that other eras have, I am not sure how well saltpeter/sulfur would fit in with the overall game, as well as on the map with the other resources.
Also, I don't think I would want to get so complicated as to make 2 resources, combining into a third, into the mechanic that those gunpowder units are based upon.
If I did add it, most likely it would just be gunpowder units requiring saltpeter. Or a gunpowder building requiring saltpeter which then allows that city to produce them.
I will think about it. I am pondering some of the terrains that generally have less resources on them than others at the moment. Saltpeter would certain fill in some spots in the desert. Of course, what do we use saltpeter for today? I am not sure I see a need for it in the overall timeline.
I am thinking of adding 1 more ocean resource(Shrimp) and 1 snow resource(Polar Bears, maybe also Penguins, not sure) also.
For locking up it occurred during the 1250 AD period. I am playing a huge mape with 12 civs and my son a large map with 10 civs. They are just continents maps randomly generated.
I have tried a number of restarts and I believe it is occurring when I choose to build guild halls. In fact it seems every time I try to build one it locks up now. It had not done that before. It even locked up trying to load the saved game.
I had also noticed when playing a couple of weeks ago that the unmanned UAVs/drones would lock it up when they were finished building.
I also had it locking up when going to a particular city to view its stats, it would just lock. I can't explain beyond that, so I just stayed out of that city's stat screen.
Sometimes it will just lock moving from one section of the map to another, such as when one unit is done and it goes to the next unit that needs assignment. It is all occurring on the same map during the same time period in the late 1200s.
The only mod checked to be running is v9.
For the PC it is Win 7 64 bit, Intel core i7 950, GTS450 nvidia 1gb DDR5 video card w/64 bit drivers, 6gb DDR3 ram, running in Direct X 11.
I decided to trying running it in Direct X9 and it seems to be play just fine. It seems to be a Direct X problem in that 1200s era, for whatever reason that seems to make it choke. I would love to have that fixed, I love the detail from X 11, or 10, not sure which.
So when you build a new unit or building, does the screen then jump to the next unit/city? This rapid motion across the map causes many graphic related crashes and could be the cause of your problem. You might try and disable the auto-cycling, or I think there is some other setting you can change that might help this out.