A ruleset Touhou mod that takes place in a fantasy world called 'Gensokyo' where anything can exist, from yōkais to vampires, and even from fairies to Gods, heavily based on Japanese mythology. 「开始一个新游戏,以使中文翻译完全生效」 「**語/日本語翻訳が完全に機能するために、新しいゲームを開始してください」
Is Yama's Permission intended for anyone to research? When someone researches and discovers it, they will just discover the first tech of each of the (religion and magic) trees, but the rest of the technologies in those trees will remain unresearchable (possibly due to the only-available rules). The research button will be replaced with Unavailable when one of those technologies is selected.
Idea
Add a unique to each of the trees to enable it when it should be enabled. Something like Only available <for [{non-[civA]} {non-[civB]} {non-[civC]}]> <after discovering [tech]> or (in negative expression) Unavailable <for [{non-[civA]} {non-[civB]} {non-[civC]}]> <before discovering [tech]>.
The issues is, when a unbuildable improvement, Like the great merchant building etc, is replace by undergrade improvement, that the builder forcefully building it, when you set the builder in automatic.
Is the Misty Lake considered a lake? It should (ideally) be placed on Lakes and should turn the base terrain into Lakes (so that units don't "walk" on it).
I found some issues related with ability cards that will grant special promotions, including:
Only newly trained (and possibly those gifted by city-states or captured-after-killed) units will gain the promotion, while already-existing units are unaffected. I'm not sure if this is an intended behavior or a bug of the game itself (not the mod). There's another unique, called All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion, and they might have mistaken one for another.
Although it's stated that a unit will lose such a promotion when the player loses the card, it actually doesn't happen, and the unit still has the promotion even after the card is lost. A probable reason for this is that when is not a trigger condition; it validates the action but not triggers it. This can be fixed by adding a trigger condition to it. For example, This Unit loses the [promotion] promotion <upon turn end> <when below [1] [card]>. This will make it check every turn. (Not tested)
The Card - Screen Border promotion makes the unit lose Phantasm, which will cause the unit to permanently lose its own ability (if working correctly). To avoid this, we can instead make Phantasm negate its own effect while the unit also has Card - Screen Border, by changing Phantasm's ability to May Paradrop up to [4] tiles from inside friendly territory <if it hasn't used other actions yet> <for units without [Card - Screen Border]>. (Not tested)
Card - Smelt's Scales's description is a little confusing. I believe one of the rules of the game is that embarked Melee units can attack but with less strength. This card's effect possibly negates the strength penalty. Also, there seems to be misspelling in its description, as on-ship units in the game are usually referred to as "embarked," while "embarking" seems to refer to those who are going onto the ship.