Right now, I have a couple of buildings which have the 'requires this good to be within city radius' icon checked.
Right now, I also have harbors.
I have wonders which put these things in every city.
The intention behind the harbor-in-every-city wonder was for it to be every coastal city. But it puts it in every city, even landlocked ones. The intention behind the wonder placing buildings requiring the good within the city radius was for it to place those buildings only in cities which had that.
They're not working.
That's a technical glitch I'm baffled by. All evidence suggests that it should be working the way I intended, and yet it's not. A side-effect of this is that my cities are producing many, many more shields than intended since the buildings meant to require the goods within the city both have bonuses to shield production.
Now, in cities which build wonders, I'm okay with shield count skyrocketing into the high hundreds.
But in cities that only have normal improvements, while breaking the hundreds is inevitable with the modifications I've made, it should be the low-hundreds. (Honestly tho shield production is something which I might just have a bit of a global reset on to do over since I increased shield production and decreased corruption to degrees where things seem reasonable...at first, but then the bonuses keep stacking and stacking, spiraling into no-longer-reasonable levels as I mentioned where cities can be producing over a thousand shields.)
Having two shield-boosting improvements be in every city rather than select few cities is...stronger than my design intention.
I may also face a technical glitch in city displays since I added an eighth luxury in a scenario which only had seven. I downloaded the proper images, so things display properly (this did have the side-effect of royally borking my current save and probably all past saves, which in my defense, was not something I could have anticipated), fixing a VERY long-standing problem (I'd been using rubber as a stand-in symbol for it), which is putting me on the right track.
Revamping the Civilopedia to have everything is a massive project though. I've implemented about two dozen units...and I still have...lemme count, I made a list...54 more units to implement.
Then after having implemented all of those units, there's getting all the links to those units up and running. And a massive cross-check there.
And even after having done all those units. Then I've got wonders to do, and to tackle buildings. (I might have figured out how to do wonders, but I'm not positive; I'm a little worried about buildings so it's going to be one of the last things I tackle.) And then I'll have all of the links to them.
Plus, I need to do resources and terrain and such thanks to my modifications there. (Though, again, I might just do a gigantic reset of sorts there, which is one reason I haven't done this yet; I'm not sure if I'm going to keep things as-is or if not what changes I'll make and so on and so forth.)
All-in-all, the Civilopedia is probably less than 10% complete.
Still, since I borked my last save and did make significant changes (eighteen new units, a number of new buildings, a new great wonder, six new techs, plus changes to the way a few units work including changing what was basically "Legionary with two movement and all terrain as roads"--something I realized was broken only after I began my fifth playtest and put the unit into action, thus the need to alter it--into something that had a more unique function), I am going to launch my sixth playtest of the scenario.
At this point, I think that all the major changes are done.
If I can fix bugs, I will.
I will need to make the Civilopedia updates (which, incidentally, carry over into existing games), but this can be done progressively.
I may adjust terrains and resources and such and maybe production in some cases, but if I had to say.
The scenario should be a good 80-90% finished, it's just fine-tuning it now. Not much will change from my current playthrough to the final playthrough, other than hopefully less errors occurring.
Of course, before I do the test, I need to run a quick debug mode due to changing PRTOs of units; if I made a change inaccurately, it'd crash the game due to lacking a connection between the animation and PRTO, so. Gonna do that, then try my sixth.
Wish me luck; I'll need it, given my track record thusfar! (Of my playthroughs, I've made one as Carthage way back in the earliest stages, one as Persia way back in the earlyish stages, three or so unofficial Rome playthroughs, and then the five official Rome playthroughs. Finished the Persian one, finished the Carthage one, but of the Roman playthroughs, I've managed to finish...one. So my success rate for running games to completion is like 3/10 right now.)
I do think that the mod is a fun and creative one...if I can actually get it working well. It's not exactly challenging especially not to a notorious save scummer, but it's still. Filled with many interesting ideas, and I did my best to maintain the dynamics of the civilizations. (Having the "barbarian" civilizations start at a disadvantage but be viable to play to victory; having Egypt start on the decline and be challenging but possible to play; having Persia and Macedon duke it out with the Macedonians having an earlier edge but the Persians having the later edge, yet still having the Macedonians dominate the sea; having Rome and Carthage struggle for control, with Carthage being formidable across the game but Rome being more powerful, etc.)
I realize people tend to say "less is more", and they're probably right, it's probably too many ideas in one scenario for it to work as well as I want it to.
But I like it, dangit, and I'm the one who's making it so if I like it and will play it over and over and over again that's the important bit.