I can send you the various changes I have made to buildings related to the Slaver's ability per my question thread:
https://forums.galciv3.com/482895/page/1/#3676071
Several of the tech related questions still needs to be addressed:
3) Why do Starbase Markets (Starbase Module) require AntiMatter (which seems to be most rare standard old space based resource) as well as Promethium)
11) In 2.13 the default Colonization Tech enables a colony unique Data Center research building (really just a renamed Research Lab building - still called Research Laboratory in ImprovementsDefs.XML that gives +7.5% Research Bonus). Should this building be moved to XenoExpoltation which currently enables no buildings.
12) Why were Recreation Center and Orbital Resorts removed from the Starbase Module list ?
16) Confirm that ResearchCoordinationCenter should not be buildable as this Reseach tech seems to be only to enable the Orbital Research Center Starbase Module now ? Confirm that both InnovationComplex and OmegaResearchCenter are removed from the Crusade Tech Tree (seems to be simplify/reduce the research building bonuses available late game) ?
17) Confirm whether Slavers can build the following research tech buildings (if not eliminate the tech tree choices for them): A) DiscoverySphere building (ResearchMatrixTech) B ResearchCloisters building (DeeperKnowledge) C) QuantumResearchFoundation building (QuantumUnderstanding) D) AscensionGate (BeyondMortality)
19) There are several errors in the Devout (Kyrnn style) Building definitions that affect its tech tree:
These New buildings don't show on the tech tree because they are is marked for ZealotsAbility (Slavers) instead of thee Devout Ability.
ShadowEnforcers - after XenoEconomics - EnforcementTemple colony unique building that adds 25% bonus to its associated colony's economy
ShadowTrade (ThePathofShadows) - after Diplomatic Specialization - ShadowTemple colony unique (should be empire unique ??) adds +2 to Empires Diplomacy skill
Is the Devout Influence/Morale Building setup correctly in Crusade? What enables Devout Ability races to be able to build the old version 2.0 Krynn influence building KrynnConsulate - 25% morale and influence bonus on colony it is built on. The building says ConversionTech which is not in the MasterTechDefs.XML file but there is a KyrnnConversionTech (PilgrimageTech) in AgeOfAscension.
Confirm that the KrynniacTemple ( ThePathTech) and its associated upgrades (KrynniacMission (TheCallingTech), KrynniacOrder (TheOrderTech) , and ?? KrynniacOracle (TheWayTech) ?? ) should not be colony unique buildings same as it was previous in 2.0.
Shouldn't the KrynniacOrder (TheOrderTech) empire unique influence building for the Devout Ability be an upgrade from the KrynniacMission (TheCallingTech) building ? Note that this apparent error was carried over from version 2.0.
Confirm that the KrynniacOracle (TheWayTech) colony unique influence building for the Devout Ability is not supposed to be an upgrade from the KrynniacOrder (ThePathTech) building. In version 2.0 it was also a new colony unique bonus building but seems strange that a small colony specific influence bonus building without it being either another colony specific bonus building as upgrade or having an empire wide bonus adding to the effects of the earlier influence buildings in the tech tree?
Shouldn't the KrynniacSanctuary (TheOrderTech) empire unique influence building for the Devout Ability be an upgrade from the KrynniacMinistry (ThePathTech) building ? Note that this apparent error was carried over from version 2.0.
20) Confirm whether BlackMarket - colony unique economic building adding +25% bonus to an associated planet's Economy should be enabled for Slaver or Unrelenting Races. Currently ImprovementsDefs.XML say this is for ZealotsAbility and MasterTechDefs says it is enabled only for UnrelentingAbility. I am assuming that the later is correct and ImprovementsDefs.XML needs to be fixed.
21) Confirm if the FightingPit and its upgrades (Arena, Slaughtertorium, HuntingGrounds) - Slaver specific colony unique moral (entertainment building) should be converted to be colony unique or left as is. It was never confirmed if Fighting Pits should upgraded from Entertainment Centers when the former was researched which is how it is currently configured still.
22) Confirm that the XenoAdaptationTech should enable ExtremeWorldColonization and instead of adding empire wide +1 food / +1 raw production or +10% growth as it used to in 2.0. it looks like in the first Update to Crusade the decision was made to add +1 production to Planetology.
23) The First Crusade Update 2.13 has abandoned several Starbase Research Modules - ZeroGExperimentationModule (2nd after Starbase Laboratory) and OrbitalInstituteModule (4th and last research module) with the compacting of the Research tech tree. I propose moving ZeroGExperimentationModule from StarbaseNetworkingTech to InstitutionalResearch. OrbitalResearchCenterModule will move from at IntegratedResearch to ResearchCenters. OrbitalInstituteModule will move from ResearchCoordination/NeroLinking to IntegratedResearch. While we are compacting the Research Tree - Starbase Laboratory Tech can be eliminated and the Starbase Laboratory Module moved to XXenoExploitationTech or moved to XenoResearch. Data Centers (Research Laboratory moved from Colonization to XenoExploitationTech.
24) Is QuantumResearchFoundation an additional Empire unique research building or an upgrade from ResearchCloisters ? If so the bonuses need to be increased.
Interstellar Tourism is supposed to be a feature of Crusade but it appears that the entire section of the Tech Tree is not available except to races with the Diplomatic Ability (I can see that you can't build improvements if you don't have that racial ability). This needs to be addressed or at least clarified.
I am still trying to figure out all of the changes in the Crusade expansion but seems you are trying to simplify alot of things to appeal to the more causal gamer. Which is not entirely a bad thing in my opinion. However, I am sure there will be a push to "mod" back some features for the more hard core long timer players of the Galactic Civilization series. I am not sure to what degree it is possible now to add back some of the features you have removed. The fight over MapSizes is the first of many changes some will request (this is the easiest of the change request likely to follow). It still seems the random number generator for map creation needs work (changing at least the following XML files - MapSizeDefs.XML - AnomolyDefs.XML and the DLC one for Precursor Anomalies (DLC/DLC4_PrecursorWorlds/Game/DLC4_AnomolyDefs.XML).