So, I've been doing some actually playing of our mod while testing the new special civics (which are way powerful, btw, and have taken a lot of work to get working :/). I have two features still to do for them, which I hope to finish tomorrow, barring distractions.
Anyway, in playing I've noticed quite a few things. First off, there is still way, way, wayyyyy too much food. Water Reclamation of "ice" for 5!?! food per tile? I hit size 11 before Isolation in my starting city. That's just crazy. Random resources are producing 3 food each. It's just silly. So much food.
I had an idea, btw, for lowering the food for glass houses. We could make them work like towns in regular civ. At start, the don't produce any food, but work them for 10 turns and they upgrade into a +1 food version. 50 more turns, +2 food. 100 more turns, +3 food. Since you are growing the ecosystem there. Although +3 food still feels like a lot to me :/. Maybe +1 food, then +1 food +1 commerce, then +2 food. Or the other way, +1 commerce, +1 com & +1 food.. etc. Anyway you get the idea.
Ok, a few other oddities. We have He3 Extractors lose -1 food when Water Reclaimation comes in, and again -1 food at Isolation. Why twice? And why do they only gain one +1 commerce?
Why can you build glasshouses on bare rock? I thought the whole point was you neede the polar ice?
Why does Isolation happen piecemeal? Shouldn't the first person to get isolation trigger it for everyone? (I know that we had some alternate plans for triggering isolation anyway...)
Ok, and then there are the outright bugs....
Laser Tanks get good results from villages?
Lunar Scouts can capture bases?
We need to rename the eras
We should line up the civ music cultural with the civs (i.e. oriental theme for oriental agencies, etc.)
Radio Car is +100% vs. Animals?
These are just what I noticed so far. BTW, Woodelf, you never answered me about the other civics. Do you have the main five category civics all implemented?