UPDATE ALERT: New text update posted.
We finally got all the triggers working correctly. Militia units are back in the mod, though in a simpler version than what we had before. The Elite units now work too. Be sure and read the Main readme about these two unconventional unit types.
The terraforming errors P-man laid out have been fixed as well.
We should now be able to conduct the final round of play-testing to see how the Elite units affect the game, and to check science progress in the second half of the game.
I am leaving tomorrow for a short trip, hopefully only a couple of days, so if you don't hear from me for a little while, that is the reason.
My current game has been quite pleasing. I conducted a long war against a strong civ to drive them from my continent, and it took all of my 20% PW allocation just to repair my troops while I waged my successful campaign. The refugee and building triggers also had a big effect on the quality of the cities I conquered. It took dozens of turns for them to return to their pre-war condition, and I had to spent all my gold to rush-buy happiness improvements to keep them out of riots or even revolts.
I think I am going to continue this game, so that I can make a judgement on the science flow of the later game. Thus I will need you guys to report on the Elite units. Any other observations are welcome too.
an alternative castle style that would also enrich CityMod2 (I think there are to much castle civs) but there is something missing: The shadows as you said, the industrial age and I already made a new modern style. I could finish the work PinkFriend. By the way I think Green roofs would be much 
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