I've played now several games with your mod and have to say: It's great!!
There are so many new ideas included like the tech-leak or the partial gaining of tech, when conquering an opponent city... or that you first have to research tech, before seeing goodies...
...but I also have to say, that some of the new civics seem to me to be overpowered. Espacially barter and religious law seemed to be the 'must haves' in every game. I like it, when you
really have to choose your civics, with all their advantages and disadvantages. That's why I put the +3 per specialist of RL down to +1... maybe it would be balanced too, if only priests would get +3... but even 'normal' citizens get +3 and with pyras/representation, they have +3 gold
and +3 research... that seems too much for me.
Barter seems to have only advantages and can already be used with pottery (I don't count 'no-foreign-trade' as an disadvantage, when tech leak is on). It makes your capital to a "settler-spawn-machine" without penalty. I choosed to give barter a -50% trade in your capital (citizens have to pay in some way for the bartered food), to slow down your research power.
Now you should have to choose if you wanna have a smaller, more advanced empire or a bigger one that's technologically behind.
don't get me wrong it's a f***ing goood mod!!
To be honest, the best, I have ever played... just needs some more balancing, I think. Many thanks for having created it!!
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P.S.: For all who want to change the civics my way: just open the
Mods\Sevomod\Assets\XML\GameInfo\CIV4CivicInfos
with any editor.
To change
Religious Law
search for
TXT_KEY_CIVIC_ECCLESIASTIC
and just exchange several lines below
<SpecialistExtraCommerces>
<iCommerce>3</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</SpecialistExtraCommerces>
the 3 with a 1
To change
Barter
search for
TXT_KEY_CIVIC_BARTER
and change several lines below
<CapitalYieldModifiers>
<iYield>25</iYield>
<iYield>0</iYield>
<iYield>0</iYield> <--insert here -50 instead the 0.
</CapitalYieldModifiers>