Crabs should be around the Atlantic coasts from Norway to North Africa, and in the Eastern Med.
I'm open to bribes.
And now, back to the original thread topic? I think of it as a measure of the mod's quality that all of our threads bleed into each other - everything's closely linked and indispensible.
Indeed, so split up the specific building proposals I made earlier, slightly amended, so people can specific what they agree and disagree with...
A) Remove the Butcher, giving the Cows and Pig bonus to the Grocer and the Sheep Bonus to the Warehouse. Warehouse requires market.
B) Merge the Carpenter and Mason into a single production building called the 'Builders Yard' or something similar, that operates like the Blacksmith (base +10% production, +5% for timber, marble, and stone, unhealthiness and can run an engineer).
C) Change the Tanner to the Tannery, and make it a production building like the Blacksmith and Builders Yard (10% base gives, +5% from deer, pigs, cows. unhealthiness and can run an engineer).
D) With two new middle era percentage-based production buildings, the Guild Hall is altered to providing +1 hammer for every workshop in the city radius, gives 3 unhealth and lets you run an engineer.
E) The Textile Mill is the big late game production building, it can only be built in a riverside city, has no base production bonus, but gives +50% production with Coal, and +15% Commerce for Sheep and Cotton, gives unhealthiness and unhappiness, gives 1 engineer slot.
F) The Inn obsoletes with Liberalism, the Coffee House is its successor building and gains +4 espionage.
G) All the buildings that provide experience bonuses to units now cause unhappiness in their city.
H) Luxury store now gets bonus from Dye, so Grocer, Warehouse and Store all get advantages from six resources each. Warehouse and Luxury store both allow 1 merchant.
I) Smokehouse doesn't give health bonus from fish (as fish already get one from the lighthouse).
J) Weaver gets a +1 bonus from fur as well (due to tannery losing fur)
K) Dungeons cause unhealthiness
L) Walls cause +2 unhealthiness (due to overcrowding within the walls)
M) We work out what is up with the Austria Opera House, and change it so it resembles a theatre rather than a colleseum (I'd suggest it gives the bonus 10% culture, and 1 extra artist of its current iteration, and additionally +1 happy with marble).
N) Toll House obsoletes with Economics.
O) Manor House obsoletes with Constitution.
P) Herbalist obsoletes with Chemistry.
Q) The cost of some health buildings is increased - Aquaduct to 200, Smokehouse to 150, Hospital to 250, whilst the cost of the Apothecary is dropped to 75 - providing concrete benefit to getting Arabic Mediciene early on.
On a non building note - Civil Engineering only giving colonies and no, you know, engineering has oft annoyed me - how about we have it give another +1 road movement as well, to show infrastructure improvement.