Hrm. TortoiseSVN isn't available for macs, sadly. So far I've been getting by with Git's `git-svn` command, which has been working very smoothly, but that could potentially affect things too.
Oh, in that case, I don't think I can help you, at least not that way - I am not sure if in your case the same files are even stored there at all. As far as files are concerned, I think I did a pretty decent job of removing everything that's not used lately, but if you're desperate you can for instance delete everything from Art/GreatPeople except for "Great ...". They are not essential for gameplay, but of course, you'll not get any GP-specific splashes afterwards.
Harming city population like that would make this wonder an absolute shot in your own foot. Better to just count vassals as 50% only, i.e. 1 unit per full civ declaring and 1 unit per 2 vassals declaring.
In a recent revision, I did it even more radically and simply disregard vassals altogether.
Good point with the citadel. In BtS with its suicidal siege weapons, the +5 xp are amazing to stack up some absurd siege units (ideally with barracks and great instructors on top), but in RI siege is hardly ever at a point where its xp matter (and rack up free xp from bombarding anyway). I think the bonus can certainly stay (it's nice in a thematic way), but it's not enough to make the building any interesting.
I mean, citadels also offer more actual defence. But I get it that XP to siege units isn't that impactful in RI - and TBH, Spain can have a lot of other flavourful bonuses from which it could choose. Not like it's spoilt for historical context in the medieval era.
I am a bit confused: If Autocracy represents absolute monarchies, and Monarchy with Social Contract -> Constitutional Monarchy represents constitutional monarchies... what exactly does Monarchy represent prior to that limited building? I always assumed it was constitutional monarchies all the time, but the later limited building contradicts that.
Constitution is not the only form a monarchy could be anything else than absolute. You're right on autocracy, and Monarchy represents other forms of limited monarchies that existed in history, even before the constitutional era - elective monarchies (such as HRE post-Golden Bull), strong feudal monarchies (such as medieval France before consolidating into French absolutism), parliamentary monarchies (such as England; the UK technically doesn't have a constitution even to this very day).
Do you think you can add building yields & building commerce functionality to traits, so these fields can be used by modmodders? I think for example that extra gold or culture for some buildings could be nice for protective, or extra science for progressive.
I generally don't add stuff that I won't be using, unless it's really simple. This isn't.
In the latest release they have +1 compared to precious mines, and another +1 from Protectionism, for +2 total if that civic is used.
I meant to make it so that it would always have
at least +2 for a while now. Done now.
By the way since you mention Trading colonies: What do you think about giving them +1 hammer instead of +1 commerce? I think this would make them a bit more interesting and distinct from generic plantations rather than just "gives 1 happiness and 1 commerce". Similar to dravidian pepper plantations giving +1 food. This still leaves the +commerce for the more broadly applicable Minerias.
Maybe. I'll think about it.
Is the Arabian unique noble family supposed to have something over the generic enterprising traders? It doesn't look like there is any difference at the moment.
Hm, it seems like it isn't working as intended. I wanted it to have +2

with state religion (
any state religion), but it seems like one needs to specify a specific one for it to work. I'll see whether I'll fix this or just go for a different effect.
The power level of some unique noble families also differs quite drastically: The transoxianian or the russian one are extremely good, while the English one is fairly mediocre in comparison. All in all however, I think pretty much all of them are fine, I would only bump the English one up a bit and fix the Arabian one. Maaaybe slightly weaken the Russian one, they're already really good during the middle ages with their Lovisches, and later Gulyay Gorods.
The English one is a typical example of something that is better than it looks - its additional ability can save you a lot of gold if placed somewhere relatively remote. And given that the other abilities aren't that sensitive to the actual quality of the city it's in, that's exactly what is recommended to do with it.
One of the four mongol noble families is listed under "distinctive" rather than "unique" with the other three.
Noted, will fix.
Why do some civs like Mongols, Incans receive 3+ unique & better noble families while other civs only receive one? Aztecs are fine because they receive one specific unique thing three times, but it is not strictly superior to the generic versions, just different.
Both Incan and Mongol ones have fairly limited bonuses compared to the generic ones they replace, and both only get 4 to choose from rather than 5 with everyone else. It's meant to be a "sidegrade" rather than an "upgrade", a system that's different rather than strictly better.
Should the unique palaces (like Persian, German, American) not rather be a distinctive building? After all, they share all the same effects and only differ graphically.
Yup, well noted. Will change.
Edit: Also, Spiritual nicely states that "religious communities" are built faster. Should humanist also state it that way, rather than listing each of them individually?
Great point. They were handled differently by the two traits, but there's no reason why they shouldn't be handled in the same way.
Hello! First of all, I want to congratulate and thank you for your work on this wonderful mod. I started playing a few months ago and I’m totally addicted. I have a question: I’ve already finished a campaign on the Huge Earth scenario, but I’d like to know if there’s any way to play on the same Earth map (not the one that comes with the base game, but the one from the RI scenario) without True Starting Locations — with civilizations starting in random places on the map, or even in the usual TSL spots but all shuffled. Is that possible?
Not natively, but you can probably get this result with this tool by removing all civs:
https://forums.civfanatics.com/resources/wbcleaner.9004/ (don't forget to backup the original file you're experimenting on)
Random thought, but I was thinking about ways to curtail early game trade networks, so that you can't have stuff like Rome trading directly with China in 3000 BC. What if reefs prevented trade networks when outside of a civ's cultural borders? Hazardous waters that, if there isn't any civilized presence to support with repairs, aren't fit for casual crossing. Could even make them actually impassable, to prevent sailboats from casually exploring whole coastlines.
It's one of these ideas that may sound good on paper but would be very tough to adequately support AI-wise.