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i am 100% sure it's these two because i just spent 2 days going through all my mods just to figure out which one is causing it
I had figured the real problem came out of game mechanic limitations. The dummy policy is a good idea though. I never would have thought to try it.
Thanks for your comments, though!
The problem I noticed was that if you play as this civilization, you will step into the renaisance with two high-level spies from all of the free stealing.
If you removed the spy at the classical era, there would be less time to freely steal technologies, and would force the player to make a choice between free, early and easy city-state allies or a foolproof way to catch up on any neglected technologies. It would also remove a very early +2 happiness that would potentially remove the need to focus on early colosseums.
I love your mods, but this one seemed to fall flat when you consider how easy it is to secure a win early on in almost any circumstance. It also has only a single of three potential problems that most modded civs have, which is nice to see. This one does not grant an instant passive victory, but still is more powerful than any vanilla civilization in almost any situation.
Also, the UA does work, at least for providing the 2 Happiness for an active spy. I haven't been able to tell if the gold bonus part of the UA works though as this Civ just makes having high gold generation per turn so easy :)
Really like the mods.
Would you have any plans at potentially making a Hakugyokurou or Hakurei Shrine civ? I find it odd no one has made a Reimu one xD plus Yuyuko is my fav 2hu
@MS-06S: Argh... I forgot to doublecheck the civilopedia when I was doing my final debugging. I fixed the problem, but I'm not sure if I want to push an update yet -- I'll wait and see if any other bug reports come in. I'll give it a week or so to see what other people say.
But I am aware of the civilopedia problem and have a fix for it. :)