- A Great Spy head is programmed to give GA points. If they're not doing so, then I'll look into it. Having only one type of head that has an invisible yield was a conscious design decision. I thought it was important to have all the heads be identical in name and appearance (to give the illusion of a single improvement type), however, for game play reasons, you need to be able to tell them apart. You can easily do this by looking at their yields. Having two heads that gave science and then different invisible yields (GA points, intelligence, etc.) would be confusing as they'd be no immediate way to tell them apart short of memorizing which tile you made which head. So, all heads with no secondary yield are meant to GA points. (Of course the CP makes this less of an issue, which is why tourism and health heads exist in combination with specific mods, but I code mods to primarily function with the base game over anything else).
- The Great Spy not having an improvement was also intentional. Even though I packaged it as a single ability, "Conduct Espionage Mission," it's really 12 separate abilities which already makes the Great Spy significantly more versatile than the other great people. Because of this, I wanted to downplay the unit's secondary ability and kept it mostly simple as a passive that allows you to see a rival civilization's research if the great spy is in their territory (with some sight/movement bonuses thrown in for thematics).
- I'll have to look into the CTD some more (thanks for the logs). The only thing different about the "Champions" decision is that it checks if the "Rubber" decision is saved true. It could be an issue with Saveutils, but I use that everywhere and something wrong with it usually just makes the ability not work rather than cause a crash.
- Hmm, I know the culture threshold bug, but had accommodated for it by including double dummy policies to cancel things out. Maybe the code isn't properly awarding them to the player... I'll check it out, thanks.
- That's because technically it doesn't lower the threshold. It instead checks your faith and forces a spawn at lower values. I do this instead of changing the actual threshold because I check the actual threshold to calculate some of the civ's other abilities. However, there is a bug with this ability currently where it doesn't use the correct values for every game speed. I've fixed this internally, just haven't posted a corrected build yet.
- That's intentional. The Effigy Mound isn't a prophet specific improvement; any great person type can build it. It's also only buildable once per era, so I didn't want it to replace anything (and become more of a limit than a bonus to the civ).
- I wasn't aware of this, but I'm pretty sure I know why. I had to get creative to prevent a bug that exists for all mods that have unique faith purchase units (where any civ ends up being able to purchase them). I didn't think how it would affect the 'choose a free great person bonus' (and it probably also applies to the Leaning Tower of Pisa effect). However, I'm not sure it can be fixed without re-enabling the faith purchase bug. I'll look into it, but it might just be something the mod has to live with :/
- No new news on art, unfortunately. I might actually be able to work something out for unit icons now, which could help reduce the workload, but leader art remains a rare treasure these days.
Thanks for the feedback!