Thanks much for the feedback. It is hard keeping track of everything. I fixed these issues in both versions. The v225 version is one deprecated from v226. Unfortunately, machineguns and mortars will still show up as techs in the unavailable slot. They should be impossible to research. They are still there because I am considering in the future to modify this to a smaller scale, more like 5 mi/hex, which would be regimental sized units. So, these are still there as a place holder because it is simpler on me for now. The fixes include:
1. making sure that machineguns and mortars cannot be researched
2. proper upgrades for Heavy Weapons and cost
3. Proper pictures for Heavy weapons
4. Some misspellings corrected.
I can't spell well either, and dyslexia while typing only makes it worse. And, in the end, after all the other work, the descriptions are more of an afterthought. I am not sure how accurate each upgrade description is as well. Some, like heavy tanks might have been "tuned" later. I am inclined to change these and just say something like "Allows Rifle IV".
As for declaration of war. The default is a 30% probability that the AI will declare war in any round. I set it up so that on the next two turns this probability increases by 20%, i.e., round 1 = 30%, round 2 = 50%, round >= 3 = 70%. The problem is that if the AI doesn't declare war by round 3-4, it almost always never will. This because, the human player will have moved troops into position, to have a good defensive position, and the AI will conclude that it is not in its advantage to do so. So, then there is a "phony war". This is not that easy to fix. I am open to suggestions.