In reply to A_B's post above:

I am pretty set with the No Units version of the mod, and I don't think that many players who requested this version will desire new buildings, either. So, my comments are in relation to the full version of the mod.

1) I don't really see a big need for this. It can be quite annoying when a Citadel or Fortress goes down a level, but with the new unit system you have been working on with me, I don't think it will be a big deal if one of the conquered provinces loses a castle level.

2) Again, I think the present setup for land improvements is not in much need of additions. And from what I can tell, land improvements are not damaged nearly as often as buildings.
I have stated in the past that I feel that this situation is the reverse of what it should be, i.e. buildings and castles should only see minimal damage, while damage to the income-producers, land and merchants, should be heavy. This is what would make provinces less attractive for conquering, imo, and would produce a financial drain on the conqueror, how would be required to have a large garrison for loyalty and/or war, since newly conquered provinces are normally front-line provinces as well.

3)This is a great idea, and I plan on trying it out.

4) Another great idea, as rebellions normally cripple the Mongols after their initial conquest spree.

5)The current eras last plenty long enough for me, so I don't want to extend the length of one of them by a few hundred turns.
You should be able to declare a new startpos file, and append it to the existing ones, so you would have, in effect, 4 eras. I don't know how this would work for the units, though, since their era restictions are most likely hardcoded to the present 4 options. Well, thinking about it, you could use the ALL_PERIODS flag for the Dark Age units, and use the other three for the standard units.

If you want to try this concept out, I would be very interested in the results. If the concept works, then you could set about adding new factions. This could turn out to be very popular, and the things you could do with it may be enormous.

Myself, I spent about 3 hours a day all last week getting the No Units finished, and since then I have been spending a lot of time on some financial stuff, so I don't know how much experimenting I will be able to do on my own. I have only played the game for a couple of nights in the last two weeks, so my availability to work on mod stuff may be quite limited in the short run.

This isn't much of a problem, since I was going to see what people were saying about the game after a few weeks of playing before I put my thoughts together for the mod.

I have told A_B this in private, but for everyone else, what I want now are ideas like A_B just posted, and opinions on my unit restriction proposals. I know a lot of you have ideas and/or opinions forming, and I would like to hear them.