knatte_Anka and Feuteupool, are you two working together on the flags? I hate to see you guys both duplicating the same work if you don't have to. So if either of you moves on to other art, you might let the other know what you are working on. 
A lot of the time, updates can work with saves. Many other times though it will invalidate your save.
Unlike Modhub, sourceforge does let you overwrite older versions. I don't have any older V9's. Could possibly get one from a user, but doubtful.
Well, balance is still being worked on. It isn't a matter of having more or less techs, just making the amount of techs generally take a certain number of turns to get somewhere.
And I am actually looking for roadblocks to put in your way, so don't expect to be able to beeline your way down the tree. In many cases going to the next era makes things slower for you anyway so it isn't always the most preferable. Best to chase certain wonders or units, and follow tech paths to reach them. Pumping eras for a certain government or whatnot will only be a strategy, not THE strategy.
There seems to be some problems with downloading and installing the last few updates. I am not sure if it is related to the file size or what.
Not entirely sure what the problem is here. Normally you enable the mod, and load the saved game through the mods menu.
It sounds like you think it odd that you have to do that? I am confused.
Well the idea will be for the governments to increase citizen yields basically across the board. Limiting specialists will just mean more citizens in the field, which will have roughly the same affect. It won't be that a government increases specialists or tiles, but they will do both, generally equally.
And then the buildings will come over the top and multiply the general economic activity.
Well yeah, science works a little differently than production/gold/food. I can always change it up, but I may not do anything with it at this time.
Depends on where the government % come in. I would have to test it out to see if it multiplies after the buildings or with the buildings. Either way, I want to move buildings more in the % direction, so I will see how the new government yields fit with that.
Thanks. I will look into it if I start adding some.
I am not sure I would want to go quite that far with the specialists. At least not without a real overhaul of the entire system, far beyond anything I have already done. Well, I could go a little further with it, but in conjunction with scaling back specialists in general until ~industrial.
Sneaks, do you know how the AI looks at specialists? Do they simply use their leader flavors and value the specialist yields accordingly, or is there some separate place where the specialist flavors are stored?
If you changed this or at least found out where these references are made, that would be great.
As long as the yields can go as high as 3 digits it would be good. I can see this being a bit of work, but it would definitely improve the game. 
Did you download before or after the Jan 16 update? I am curious if the new tech pages update lowered CtD rates from the buttons at all.
Thanks for the feedback, is fixed for the next upload.
I have always had problems with the build road to function, Vanilla or otherwise. You just want him to build it from one city to the next, but the worker decides that taking the long path around and only building 1 road on the end tile is the quickest way to do it. Like the laziest workers in the world trying to find clever ways out of work or something.
I would need someone knowledgeable in worker AI to release a fix for this, as I wouldn't know where to start.
Do you know which version you are using? Or what date you downloaded it(if you got it from sourceforge).
If you downloaded a week ago it is most likely the CtD Wall I finally tracked down. If you downloaded after I fixed that, then most likely it is just one of those random CtD Walls. But the more information you give the better.
I haven't, but I have always liked the concept of what he has done with the unit formations, especially ships. Once I get into adding unit art into the game, his mod could be a good place to start.

Hi, first of all, a great mod! Love all the changes and can't wait to see more of them!
However, after I downloaded new v9 on 01/16, I can no longer load my savegames - the game crashes. Is there any way to resolve this? If there is not, could you please provide me the v9 dated 01/15 if possible? I'd like to at least finish my game...
A lot of the time, updates can work with saves. Many other times though it will invalidate your save.
I believe sourceforge has nearly every version listed on it. Just give it a look
Unlike Modhub, sourceforge does let you overwrite older versions. I don't have any older V9's. Could possibly get one from a user, but doubtful.
A great mod, huge variety, but the games pace is much too fast , I play on prince, at 1200BC I got an announcement that a player has entered the medieval era, a lot of "small" techs and most of them very cheap so I get confused on what to select.
Maybe fewer techs in parallel, so the tech tree will be much longer and the advancement will take somewhat longer, lets say for example that social and scientific techs in parallel will bring you to some military and religious techs which are in parallel and then again couple of other techs and then again social with another tech, maybe three techs in parallel, but it seems like so many in parallel so now I don't care for many of the small techs because I need to find the fastest route to the next era to unlock some policies or to reach some more important techs.
It's my fist game so maybe I'm confused a bit. I think it's got tons of potential and it's a super invested mod, the key will be the pace and the challenge.
Well, balance is still being worked on. It isn't a matter of having more or less techs, just making the amount of techs generally take a certain number of turns to get somewhere.
And I am actually looking for roadblocks to put in your way, so don't expect to be able to beeline your way down the tree. In many cases going to the next era makes things slower for you anyway so it isn't always the most preferable. Best to chase certain wonders or units, and follow tech paths to reach them. Pumping eras for a certain government or whatnot will only be a strategy, not THE strategy.

Thanks for the link, but now I have trouble installing it. I put the file in the Mods folder, go in-game, click the Install Mods button, and then nothing happens. The mod does not show up in the Installed Mods list. Other mods (for example downloaded through ModHub) install fine.
EDIT: Now I've uninstalled every mod I have. When I leave the .civ5mod file in the mods folder, I don't even have the Install Mods button in-game.
Any suggestions?
There seems to be some problems with downloading and installing the last few updates. I am not sure if it is related to the file size or what.
Hi all,
I have a problem with loading saved games, usually pointing on a saved games gives you on the left side a short description and the word MOD, if I click on the word mod I get to see what mod that saved game is attached to, with this mod ' Procylon's Call to Power ' I don't get the word mod, and loading it causes an error and a crash.
I have to go to MODS, make sure the mod is selected and from there I select single player>load game>the saves game, and it loads fine.
Is it a known problem? or is my installation corrupt?
Not entirely sure what the problem is here. Normally you enable the mod, and load the saved game through the mods menu.
It sounds like you think it odd that you have to do that? I am confused.
But then won't that clash with the limiting of the specialist. Unless you mean for governments for the Industrial Era and later.
Well the idea will be for the governments to increase citizen yields basically across the board. Limiting specialists will just mean more citizens in the field, which will have roughly the same affect. It won't be that a government increases specialists or tiles, but they will do both, generally equally.
And then the buildings will come over the top and multiply the general economic activity.
For buildings that modify production, I would definitely agree with going with percent improvements. But some things, like science buildings actually do work better on a per pop system. If you really want to get technical, per pop is the same as percentage based; after all, what is a library except a 50% increase in science? It's just written as x yield per pop for later buildings like universities that modify base science, not the overall total.
Well yeah, science works a little differently than production/gold/food. I can always change it up, but I may not do anything with it at this time.
With that in mind, I think governments work best as percentage modifiers, but they should focus on the total yields, and then modify those. For example, consider a size 24 city with library, abbey, and university. The science output is 168 (24+12+12+120). If I were in a government that increases science by 30%, it would (should) go to 218.4. Something like this is easy to see in a percentage type explaination. If you make the bonuses dependent on improvements, who knows how that will affect overall productivity?
Depends on where the government % come in. I would have to test it out to see if it multiplies after the buildings or with the buildings. Either way, I want to move buildings more in the % direction, so I will see how the new government yields fit with that.
The AI is pretty smart about using Specialists, actually. In my slider specialist mod, the AI knew not to go overboard with the negative yield specialists, so that tells me it does work.
By the by, feel free to steal my specialist icons from that mod if you want to add more.
Thanks. I will look into it if I start adding some.

It is fully possible to give specialists yields comparable to tiles. Specialists can produce Culture, Food, Production, Gold, and Science. Same as any tile. It is just up to Dec to full realize this.
I am not sure I would want to go quite that far with the specialists. At least not without a real overhaul of the entire system, far beyond anything I have already done. Well, I could go a little further with it, but in conjunction with scaling back specialists in general until ~industrial.
Sneaks, do you know how the AI looks at specialists? Do they simply use their leader flavors and value the specialist yields accordingly, or is there some separate place where the specialist flavors are stored?
Anyone have any luck finding the tile yield overlay icons/textures (ie. apples, hammers, coins) ? This is my first play-through with CTP (v9) and my primary issue as a new player is the lack of distinction for yields above 10 (they get a *). Obviously we have the tool-tip, but my first instinct was to go digging for the resource files and then see whether the display method is exposed/mod-able so we could maybe account for the higher yields (which are quite prevalent). It looks like all yields are factors of 5 which is convenient.
Great mod btw. Love the scope. Had a single crash, so far, while selecting a category from the top level tech menu. Working through the changelog before any other feedback.
If you changed this or at least found out where these references are made, that would be great.


Did you download before or after the Jan 16 update? I am curious if the new tech pages update lowered CtD rates from the buttons at all.
Catapults don't go obsolete for me.
I think in the CIV5Units.xml file the two entriesrereqTech="TECH_BALLISTICS" ObsoleteTech="TECH_SIEGE_WEAPONS" should be
rereqTech="TECH_BALLISTICS" ObsoleteTech="TECH_SIEGE_ENGINES".
Has anyone tried to make a railroad path longer than 1 hex after getting the LEVITATION MOTORS bonus? The civil engineer moves so fast that it can go several hexes and only makes the railroad on the last hex.
Thanks for the feedback, is fixed for the next upload.

I have always had problems with the build road to function, Vanilla or otherwise. You just want him to build it from one city to the next, but the worker decides that taking the long path around and only building 1 road on the end tile is the quickest way to do it. Like the laziest workers in the world trying to find clever ways out of work or something.
I would need someone knowledgeable in worker AI to release a fix for this, as I wouldn't know where to start.
I'm at 255 AD and my game is crashing everytime I end the turn. I rolled back about 5-6 turns during save and it still crashes when I get to about 254-255 AD. Man, I wasted like 2-3 nights playing and now I'm crashing. This sucks.
Do you know which version you are using? Or what date you downloaded it(if you got it from sourceforge).
If you downloaded a week ago it is most likely the CtD Wall I finally tracked down. If you downloaded after I fixed that, then most likely it is just one of those random CtD Walls. But the more information you give the better.
Hi all, has anyone tried the mod R.E.D. with this mod ?
I haven't, but I have always liked the concept of what he has done with the unit formations, especially ships. Once I get into adding unit art into the game, his mod could be a good place to start.
