The starting techs like planet exploration, space probes, etc will be in the science category. The other techs, relating to the actual planets, probes, anomalies etc will be only visible in the new pages
I think that may work out pretty well.
CtP never really went too deep into space technology. Enough to give you basic orbital units and cities. The key features were orbital bombardment, orbitial drop, 1 turn circumnavigation, and space cities.
I can expand out the tech tree so that my mod gets you off the ground and into orbit, allowing the construction of those basic staples of orbital space warfare and orbital city construction, and then let your mod take it out to it's logical conclusions.
I suggest adding City-State Diplomacy mod to this and replacing gold-gift policies with something else.
A good possibility. Not sure when this integration might happen, but once I finish the tech tree I will be looking around for various systems to tidy up many of the loose ends.
When I get a chance, I will look into why your fishing boats are not working. I will also look into all of the graphic messes on the policy trees.
Great.

The policy pipe issue seems to only have been an issue with the Gov Ideologies page. Gov Systems gave me no problems whatsoever.
Yay. I don't know if this helps any, but there was an extra space in the text strings behind ART_DEF_IMPROVEMENT_FISHING_BOATS. Removing it didn't help me any though, so it's probably something deeper.
If it wasn't in the middle of the string, I don't think it had any effect. At least in my experience, having a space at the end between the string and the end bracket hasn't been a problem.
It feels like the problem is something involving modbuddy and the full game file being dropped if it wasn't the last change in the build. But I haven't been able to test it enough to know for sure.
Not sure if I'm right, but it seems the ninth policy in the middle group of policies caused anarchy incorrectly. I didn't think I had any of the conflicting policies selected, but still lost two turns. I think the policies that aren't governments should have their bonuses nerfed since so many can work together.
Paragraphs please.
Anarchism? It is one of the most disabling of policies, next to Totalitarianism. I don't block them for bonus reasons, but for thematic reasons. Such as Anarchism and Fascism are mutually opposed, but Anarchism and Democracy are a little more palatable.
Could have been an issue that wasn't properly spelled out in the help text.
I started in ancient, and made it to the end with only one crash when I tried to place an academy, probably not mod related. Wormhole array didn't win a science victory, not sure if you've set it up to.
You are the first person to report going the distance and trying the wormhole array.
I actually feared it wouldn't work.
What I will do when I return is to rename Apollo as the Wormhole Array, and then create a new national wonder for Apollo. I will likely create more space based wonders and national wonders as I continue filling in the tech pages.
The happiness modifier to science eventually gave me more science than my cities, so that may need to be looked at, I feel that given the number of buildings that can work together, most 10-15% bonuses should be dropped to 5%, and those buildings with 10% and up bonuses should be made more expensive to build and buy.
Given the number of happiness related policies I have implemented lately, this is probably a good idea.
I will cut that science bonus in half, and then take a broad look at the buildings that lower happiness from population and balance them to the new policies. I may also lower the policies in this area as well.
There is no reason not to build industrial robotics as soon as you get it. It should be very time consuming, even for a capital with every other building.
I will look into raising it's production cost so that it takes longer to reach critical mass. The intent is for every city to have it eventually of course.
After the industrial revolution, I think maintenence should start scaling up the way production and gold do during industrial. I think a good rule of thumb is, modern is 5 times industrial maint, nano is ten, diamond 15. This would make it impossible to have every city with modern manufacturing capabilities, unless you had a small number of supercities, say above seventy pop cities should be able to afford all buildings and still produce excess gold for the empire.
Well, the longterm intent is to have the economy based around key manufacturing/economic/etc capitals/centers.
I don't think broad maintenance increases is the key to this since the AI won't be able to handle it, and the player will be pushed into more micromanaging.
Things such as Industrial Robotics, Factories, etc are all capabilities that every city does develop, eventually. Its just a matter of how long it takes and why. And also on what scale.
A city with 10 population getting an Industrial Robotics building doesn't really have the same effect as a city of 50 population getting the same. It makes the small city modernize faster, but it makes the big city into a key industrial entity. All 50 pop cities should be key industrial entities in one form or another.
In the long term, the way I want to shape these industrial centers(most such centers really) is through a combination of terrain, resources, population, and buildings.
Terrain: Mountain ranges and expanses of hills become the obvious production centers. Cities are placed in key areas that make the most of the surrounding mountains and hills. These cities, having big advantages when it comes to early production, have the industrial edge for most of the game. They produce all the latest buildings first. When national wonders become available to enhance this industrial stature, they are already the obvious choice for it's placement.
Cities placed on flatlands are generally high population specialist cities.
Coastal and river cities will serve as high population economic centers. Hopefully I can implement a trade monopoly system to add to this.
Resources: Limited resources determines the placement of buildings requiring resources(which is to be expanded upon). Production buildings go to the production centers.
I am going to try and give you lots of resources, with even more uses for them requiring you to make choices as to where to use them. Also, buidable resources will come into play at some point.
Population: Higher population means more tiles utilized, and eventually more specialists. The production centers will have more production specialist slots. Perhaps even varrying degrees of specialists eventually.
Buildings: The key point that ties together and multiplies the other 3 factors. I want a system of buildings that is limited by resources, guided by terrain, and employed by actual citizens. A specialist system that makes it feel like you are putting people to work producing things, rather than providing a tiny, bland yield.
I think about the max you should be able to produce per turn(barring wonders and other modifiers) is 100K gold. So even with most wonders, and a focus on gold, 200K is about the most you can hope for a turn, which should prevent the gold turning over and resetting to zero the way it did during my game. This is the first game I went through all eras and techs, and I wouldn't have done that if this wasn't the most fun version so far. Onward to victory!
This may be the case, mechanically for Civ 5. 100k is about the same limit I face with the science system and seems to hold up elsewhere.
Not sure why, but we enter the twilight zone when going above 100k.
I wonder if total gold production was above 100k, but if the total recieved was cut down by maintenance, if this problem would still persist.
Also, I wonder if production is also tallied on a national scale in the background, causing it to also go 0(or negative).
I have seen all three, gold, production, and science go into alternate negative dimensions, and since they are all tied to the same yield system, it could be the source.
I will have to make broad sweeping reductions to various points to bring it into line. I will likely wait until I have finished the tech tree before I take such measures though.
I noticed that the Ranch still becomes available for every city regardless if that city has access to horses or cattle. Im wondering if thats because it seeing globally as something you have. Most everyone will at least have cattle usually. Not sure it would hurt anything if its built and I may try it in a city that doesnt have to check.
I looked at this but didn't see anything obviosuly wrong with it. I will take a closer look when I can.