I had my idea about this. When we research the tech tree, we can have a Shaman's hut to do the Stone Age researching.
But I thought we could research by generating candles, as usual OR by using other yields cheaply, for example lumber when researching archery.
Therefore, a Civ on a desert can take 20 turns to discover it in the traditional way (with candles), or a civ in forested areas can take 10 using the wood arround.
This way, a Civ can follow and develope traits according to the terrain arround: Civs in forrested areas are beter bowmen and ship builders, or at least they mastered it earlier.
I personally would call it just a Tinker's hut as shaman seems more like a Medicine man/Spiritual person and could be good for a beginning Religious Unit. You could start out the game with few Master's or Experts if any. And then as you discover new techs you unlock the Master's and Experts. So, there wouldn't be an Prolific Inventor till say the Middle Ages. Also, we could add another level like Artisan that are better than Masters.
I like the idea of requiring other yields like lumber. I wanted to add this to M:C but the AI really isn't programed for it yet so I haven't done that it. I think they skip this part, not sure though.
I jusst need to learn where the various 'city types' are defined with what buildings they get on founding and add some new ones, it is not an issue it is just a job that needs to be done.
The only 'Real' issue with the tech tree as it is is why these arrows are being weird.
As TW said, all that has been changed is the civicinfos file, my version of M:C is also pre-civics push, I haven't got around to updating it yet.
In Professions you find the iFoundCityType, like Monks will found CITYTYPE_MONASTERY. Monks will only be allowed to found Monasteries.
Then in CIV4BuidingInfos.xml you will find iCityType. Currently BUILDING_SHRINE is set to CITYTYPE_MONASTERY. So, Shrines can only be built in this city type.
Then we have the iFreeToCityType in CIV4BuildingInfos.xml. Example: BUILDING_MONASTERY has iFreeToCityType = CITYTYPE_MONASTERY, so when you found a Monastery they receive this Building for free.
The City types are:
Code:
CITYTYPE_DEFAULT = -1,
CITYTYPE_COMMERCE,
CITYTYPE_MONASTERY,
CITYTYPE_OUTPOST,
CITYTYPE_BAILEY,
CITYTYPE_CASTLE,
CITYTYPE_MILITARY,
CITYTYPE_NONE_MILITARY,
CITYTYPE_NONE_MONASTERY,
Military units build Outposts. The other ones may not be used atm in M:C. For WHM we can add new city types to the list if need be, it is not a problem, and then you can configure the XML to add what ever buildings you like

If there are any aspects to the mod you don't understand just ask

I'll see if I can't switch back to the pre civic branch and figure out your arrow troubles.
Edit: In M:C the AI attempts to keep a balance of Commerce, Monasteries, and Outpost city types. New CityTypes would need to be added to the AI's allocation.