So, most of what I said before is still true. Food on regular tiles is not too bad, still too generous, IMO, but with specialists there isn't really much point to fixing it. The bonus resources give out crazy food, though. Also, why do glasshouses gain food when He3 goes, but none of the other food improvements? That's just silly (and something that always bothered me in vanilla civ).
Ok, let's see.. some bugs...
Skiffs can not enter "oceans". Also they can only be built in ports. Both of those should go away.
Rocket & Laser infantry are still nigh identical, and both start with combat 1 for no clear reason (to me 8).
Radio Car, Lunar Rover, Lunar Scout all still have 100% vs. Animals
Lunar Rover, Colonists (really silly since they have no strength) start with Combat 1
Air Purification Tech does nothing
Low-G Construction is next to useless..
Lunar Scouts can capture cities... still (and probably pillage too)
Finally, Mathewv's TechChooser mods cause Python errors on my machine. The Tech Splash comes up fine, but the big tech tree one always gives me errors.
I was thinking to Low-G Construction we could give a modest improvement worker rate gain.
Ok, let's see.. some bugs...
Skiffs can not enter "oceans". Also they can only be built in ports. Both of those should go away.
Rocket & Laser infantry are still nigh identical, and both start with combat 1 for no clear reason (to me 8).
Radio Car, Lunar Rover, Lunar Scout all still have 100% vs. Animals
Lunar Rover, Colonists (really silly since they have no strength) start with Combat 1
Air Purification Tech does nothing
Low-G Construction is next to useless..
Lunar Scouts can capture cities... still (and probably pillage too)
Finally, Mathewv's TechChooser mods cause Python errors on my machine. The Tech Splash comes up fine, but the big tech tree one always gives me errors.
I was thinking to Low-G Construction we could give a modest improvement worker rate gain.