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Didnt work:
-Historical Eras - the 2 different start styles by these mods counteract each other
Did work:
-Ls Australia
-Ls civ set IX
-Agressive and expansive AI
-Argentina Civilization
-Capture+
-Civ names by policies
-Conquest for Unique Building
-Conquest for unique unit
-Cypriot Empire
-Faster plot expansion
-Historical Religons
-India Civ pack
-Info addict
-IGE
-More Luxuries
-More Pantheons
-Randomize City names
-The Buccaneers
-Wonder Race Lost
-Yet (not) another earth map pack
-43 Civs
Hope this helped =D
Community Balance Patch (conflicting tech changes etc)
Any other tech tree overhaul (Of course)
Does work:
"Longer eras - historic" mod works for me.
Increase City Radius
Settle new cities 5 hexes away
Advancing Works
3rd unique component
4th unique component (these two may have issues if there are mid-game changes in later versions of the mod)
Ocean Cities
Gibraltar, Reef, and Krakatoa Fixes
Less ice on maps
New Civs haven't had any obviosu issues.
-Sorry if i was a bit rude at all I just wanted to point that out =3
If you wanted to, I beleive you coudl edit the .info file for Historical era's to be 'dependant' upon Ultimate Eras, whic means Ultimate would make it's changes, then Historic woudl make its own changes after, which would give you more units that would be neyond your starting tech.
-Future worlds
-Enlightenment Era
Great mod tho!
The only catch is that I don't know enough about the custom civs or UEM to say for sure that it's not going to have any ripple effects in the late game, or in games with other configurations than mine. At any rate, just thought I'd share it here in case anyone cares to test it out.