....is this mod far from finished? Ok, I know it´s a beta and I DO love many of the unique feats in the EB-world. I´ve been waiting so long for this project to see the light of day. Maybee my install has gone bad but I´ve now tried this three times with the same results. I´ve a clean RTW install with a manually installed 1.2 patch (since the other patch doesn´t work?) and then I installed EB. I also made a new DL of EB for my last install.

My problem is that units, names, factions, features etc is all mixed up... it´s like someone took a deck of cards and shuffled the whole contents of the game randomly. Let me explain.
*I have Romans with Greek faces, voices/ speeches. When I leave a settlement the townbanner turns from Roman to Seleukeian. Furthermore, as the Koinon Hellenion I get all agents wearing the "old" robes and colours. My banners are Parthian. Playing the Yehuzi (sp?) I´ve Pontic nobles as generals and I can´t even use their alternative attack (sword) until they´ve depleted their pilae which is quite annoying. Oh, I´ve Roman "barracks" in every city on the map, nomatter the factions holding them??? This goes on and on with every faction... what the h_ll is wrong?
*Economics is badly balanced. Just love that things are expensive and the fact that you can´t build what you want since you have to be very careful what to build and where you should build it. This however requires an extensive information about your new techtree - which I don´t seem to find anywhere. Is there one even made for the players. As for now I just fumbles in the dark when it comes to buildingstrategies. This was not your intentions right?
Why start off with units that you have to destroy on turn one to get your economy into a surplus? Ex: As Carthage you´ll bleed out some 5.000/ turn IF you don´t destroy your fleet and that elephant unit. But I need atleast 2-3ships just to maintain some degree of satisfactory level of logistics. Playing the Koinon Hellenion it´s the same problem, and even worse, since you have to take the nearby Macedonian and/ or rebel settlements just to turn your economy around. So you don´t even give the player a second strategical option. This is just bad balancing. If your intensions were to depict the problems theese factions had with their economy then it´s fine with me but I can´t find that information anywhere either.
The only faction I´ve found this far that can turn a profit from turn one without deleting units/ buildings are the Romans. This can´t be your intentions, right?!
*Scripting: Oh, I looove this concept! But why script suggestion/ orders that I can´t possibly fullfill? Take the whole "Sinope-script" when you´re playing K.H. You can´t do a thing about the situation and Sinope is a rebel city so why should I bother? And how can I be at war with Pontus over a rebel town that is of no interest to me at this stage in the game. I was fortunate since I was able to sue for peace three turns in a row and make 15.000 in retribution from them but they just kept attacking Sinope the very next turn and I was back in war with them again. What´s the point?

So, do I have a bad install or is this mod really this far from reasonably finished? Thanks for all the work that has gone into this epic projects and for any answers and/ or corrections.