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I enjoy this civ but anywhere past 1900 my guilt overcomes my ability to run my empire. Maybe change the UA to allow Johnny Reb to leave behind his slave holding past? Something along the lines of:
"UA: Peculiar Institution:
Workers add +2 ( ):) to the empire and build improvements 20% faster. Upon researching combustion, electronics or plastics, the leader is given an opportunity to emancipate, removing the happiness penalty at the cost of the production bonus. Each time the empire chooses to retain its slaves, an additional point of unhappiness is added to the cost and as well as +5% build speed. In addition the empire recieves a permanent -1 delegate in the world congress each time. (if that is even possible)
Obviously this is your baby, and I should get off my chair and figure out how to make my own mod if I want a change, but in case you're at all discomfited by this civ, it might be a good suggestion lol.
Idk if that would be balanced but nice civ anyway!
civilwargazette.wordpress.com/2006/12/12/largest-cities-in-the-south-in-1860/ ] http://civilwargazette.wordpress.com/2006/12/12/largest-cities-in-the-south-in-1860/ [/url]
Any chance you do this for G&K?
Cons: The Unique Units don't show up in tactical mode. This is a common problem/glitch that most modders run into. I take it not many people play in tactical mode, but I play it almost exclusively. The UU which gives unhappiness from workers doesn't work. It says 0.01 Unhappiness instead of 1.00 unhappiness per worker.
Pros: The Unique Ability alone is enough to make this civilization a powerhouse. The additional culture and gold from pastures is neat and all, but the obscene power of 33% worker speed mixed with the 25% from liberty on Quick speed makes it so you can demolish forests in only one turn to spam early wonders.
Also, longrifle sharpshooters will be featured in my upcoming Appalachia Civilization mod, so I try not to be redundant. :)