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The "over approval" Hero skills do not work when loading this mod. Any idea how to fix that?
I get where you are coming from, though. It's probably not a critical thing to change.
A strong base should not have adverse effects on your new food conversion techs - cause it doesn't scale. Aside from that, Food is not that valuable, so I think there is some leeway for powerful tech combinations in era 3-5.
About the food in higher tier food building, I would have to play through again to consider any change, the co-lateral upgrades on higher food building are because food doesn't scale so well in endgame, is an indirect way to make those buildings worth the tech slot..
But honestly, you might be right. If you manage to get a surplus of mithrite and Hyperium, you should probably be able to research T2 mithrite/hyperium stuff.
Agree on canal locks. Industry is strong in Era 2 and starts losing value in era 3+ compared to dust. And as you said, Canal Locks is the reason you research that tech.
I'd still push for an era 3-4 Food Tech for cities with low food production from tiles.
There should be a lategame food tech for cities that have little food production(instead of boosting food per tile, some flat food would be good).
Canal System still feels weak. +15 would probably more appropriate. Canal Locks is the real draw of the tech, though.
I don't think tier 1 Adamantium/Palladium equip tech should be merged. They are very strong researches already. Merging T1 Hyperium/Mithrite tech is a good choice, though. Although, making the T2 Hyperium/Mithrite available by default doesn't sit right with me. It's like.. OP in niche situations, not used in other situations.