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Nobody wants to have same looking units between China and Brazil, come on! Way back in Civ 3 we had mods that took units from Japanese and other Conquests/scenarios, and replaced entire roster with them... Civ 5 has Ethnic units mod that changes EVERYONE without affecting gameplay. Why not here?
Also, Sohei replacing pikemen is just wrong for Japan. Different era. Warrior monks with Naginatas were relevant in Classical and Medieval Japan, not Renaissance... by the Sengoku period Japanese army switched to Ashigaru with wall pikes with archers (and guns) between them, and the warrior monks like Ikko-Ikki mostly used FIREARMS at that point!
Ideally we'd get separate mod / tree for religious Japanese units that have either naginatas (Classical to Medieval) or teppo (Renaissance) and separate uniquely looking pikemen and muskets that aren't Sohei.
Even if this mod insists on 1-2 uniques, I would really rather have Yumi Samurai archers replacing crossbowmen, as, again, Japan NEVER used crossbows. In their entire history. Like at all.
Anyway, can I disable Sohei replacing pikemen while keeping the rest of this mod? It's just so great for every other faction, but Feudal Japanese army loses its most used units somehow... so instead of Ashigaru footmen and Samurai archers and cavalry we get samurai Japan with crossbows and no spears. That's like having England without longbows.
Also, can Sohei be made a bonus unit that does NOT replace pikemen? As Japan used ashigaru with pikes way more than warrior monks... So turn them into a separate bonus faith only unit. And it would be real cool if we get gunpowder version of them as upgrade.
Also Japanese crossbowmen really should be replaced with samurai archers.
This mod seems to affect Laurier's ability-- all Tundra Farms and Camps get +4 Food and Tundra Mines and Lumber Mills get +4 Production, whereas these improvements should normally only get +2 yield respectively. Also, non-Tundra Farms and Camps get +2 Food and non-Tundra Mines and Lumber Mills get +2 Production, whereas these improvements should normally get no bonus. It's clear that it's a problem with the "Last Best West" ability since Quarries, Pastures, and Plantations are unaffected, both by Laurier's ability and this mod's bug.
Also of note, Laurier's 100% strategic resource accumulation on Tundra tiles does not appear to be affected by the bug. Non-Tundra Iron Mines accumulate the correct 2 Iron per turn and Tundra Mines accumulate the correct 4 Iron per turn.