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if there IS one problem, its that resource spawnning needs more iron with this mod. iron needs to be a more common thing since its the one thing you can't make and you need it through to the late game. IRL most decently sized countries at LEAST have SOME naturally occuring iron aluminum and coal deposits. at least aluminum is super common in game, but iron, while it should be nessisary into late game (IRL most things use iron to this day).
so up iron spwaning rate OR make improvements/buildings available during industialization that dive you iron (deep mines, gives you double yield but cost maintenence). and also less things should use aluminum into modern/future tech and more should use iron to counterbalance this. all ships should still use iron....
For some reason I've also been having graphical issues since downloading this. The first time it was a black skin over most of my units and some of my resource tiles, and now I'm seeing some kind of weird grid over the terrain. Very odd. No clue if it's something from this mod or not.
Also, are you planning to do culture tree overhaul? I would love it.
Can the mod itself now require that Pouakai's Enlightenment Era mod must be enabled?
I spawned and yould not settle till I movend on a plain Hill.
I also created a setler which could not settle on desert next to a river.
As for your brewery issue....humans have been brewing beer for at least 3500 yrs, some scientists think 10,000 yrs. It has never required knowledge of chemistry, just knowledge of how to make beer and a brewery is just any building in which this is done. Like all the other buildings in the game the idea is that it evolves through time becoming the version of the building we know today. Just as I think of my tavern becoming a pub or bar in the modern era.
Some suggestions from the get go:
1) This thing will be better modular. There were several arguments in the discussion about some of your choices, also many are using different mods altering specific aspects of the game. Having the ability to install only parts of your changes will solve this without leaving anybody unhappy.
2) It may be helpful to make separate threads about troubleshooting, compartability and balance issues.
"A unit's upgrade shouldn't be right after it" I could not agree more here. For example, it always felt wrong to me that I never really needed to use Longswordmen much in vanilla. The transition to Musketmen is just too easy to not delay it if I'm at war. Your mod also makes guided missiles relevant. Good work.