Marathon speed, science yield drops to nothing for pop, which may be a scaling thing but struck me as odd anyhow.
This is part of the "Hardcore rules for science and culture." It's an option you can turn off in the MyOptions.sql file. I think it's the first option in there. It's turned on by default. I personally play with it turned on, but there are a lot of players who prefer it off. It's up to you. I find it makes the Science and Culture districts much more critical to build. Overall, the mod is intended to put pressure on you to think about every district. With this option on, and with Walls requiring an Encampment, there is big pressure to prioritize some Districts.
Keep in mind tho it was built for the Vanilla game. We will have to see how it fares under R&F.
So if we would like to play rise and fall with the your civ buffs...which rule set do we select? Expansion: Rise and Fall, or Quo Civilization Buffs Only?
Select the Rise and Fall option. Eventually I'll change the drop-down text to make this clearer. It was just a matter of rushing to get fixes out and not having time to figure out what they changed in R&F with the tags.
any support given to those who don't have the new dlc? the patch messed up a lot of stuff even without the dlc
for example, god of the open sky pantheon (culture to pastures, recon ignores closed borders) doesn't work properly right now. scouts can still walk through closed borders, but only if you tell them to move to a tile you currently cannot see. tell then to go to a tile in closed borders within sight and it'll ask if you want to declare war.
I won't be supporting the un-DLC game past the last release (v4.0, which was an Alpha, or the versions released before it). Those older versions of the mod
may still work with the unmodded game. Sadly its just too much work to try to make the mod backwards compatabile with the content prior to the DLC, so I won't be building or testing specifically for the pre-Expansion material.
That said I may need to look at how the rules that allowed units to enter open borders function after the latest patch. It
used to work, but there is no promising Firaxis didnt change something that broke these features of the mod.
Also-- Keep in mind the Government system is currently VERY broken. Firaxis changed how the text displays. The functions added in the versions of the mod prior to are still there, but not described in game. I'm still figuring out how to work around this, because there is extremely limited room to add text to this screen as of R&F. A goal of this mod is to avoid modding screen Lua files, so that players can still use GUI mods. So for now we have a wait and see situation.
Still, the mod appears to be
mostly functional in R&F with some hiccups. Which I honestly found surprising.

We'll see how fast I'm able to fix the new issues.