Version 1:
====Content added from Enhanced Ancient Era (Posted 6 Mar, 2014 @ 4:14pm, last updated 20 Jun, 2014 @ 1:02pm)====
===Added Content===
Buildings:
--Asherah Pole: Costs 30, 1 Gold Maintenace; 1 Faith and Food, 1 Faith from Sea resources, obsolete at Literature
--Sacrificial Alter: Costs 30, 1 Gold Maintenace; +1 Faith from Sheep and Wheat, must be built in City with Wheat and Sheep, obsolete at Literature
--Totem Pole: Costs 30, 1 Gold Maintenace; 1 Faith, newly trained ranged Units receive the Faith Promotion
--Camp Fire: Costs 40, 0 Gold Maintenance; 1 Happiness, 1 Faith and Science from Forest tiles, obsolete at Literature
--Elder's Tent: Costs 40, 1 Gold Maintenance; 1 Culture, Faith, and Science to start; changes to 3 Culture at Literature, 3 Elder specialists
--Hieroglyphic Wall: Costs 75, 1 Gold Maintenace; 1 Culture to start; 2 Culture, 1 Science, and 1 Tourism at Archaeology, must be built in a City with Stone 
--Nautical Chart Office: Costs 75, 2 Gold Maintenace; 1 Science, +15% Production when building ships, City must be built on the coast
--Scribe's Office: Costs 75, 2 Gold Maintenace; 3 Science, 1 Scribe specialist, requires a Library
--City Gates: Costs 100, 2 Gold Maintenance; 1 Happiness, increases Defense Strength by 1, land Trade routes get an extra Gold when connecting to another civilization, players that make a Trade route with this city and the Trade route owner both get an extra Gold from the Trade route, requires Walls
--Courthouse (orginal Building replaced by Local Office): Costs 100, 2 Gold Maintenance; 1 Production, 2 Happiness
--Slave Market: Costs 100, 5 Gold Maintenance; 5 Gold, +10% Production when constructing Buildings and Wonders, 3 Slave specialists, -15% Happiness
--Tax Office: Costs 100, 4 Gold Maintenance; 3 Tax Collector specalists
Wonders:
--Solomon's Court: Costs 200, 2 Culture and Production, 5 Happiness, 1 Happiness per City
Specialists:
--Elder: 1 Culture
--Governor: 1 Culture, 2 Production
--Scribe: 1 Culture, 2 Science
--Slave: 2 Gold and Production
--Tax Collector: 3 Gold
Technologies:
--Fishing: Costs 35; unlocks Work Boat and Fishing Boats
--Mysticism: Costs 35; unlocks Asherah Pole, Sacrificial Alter, and Totem Pole
--Oral Tradition: Costs 35; unlocks Camp Fire and Elder's Tent
--Alphabet: Costs 55; unlocks Hieroglyphic Wall
--Map Making: Costs 65; unlocks Nautical Chart Office
--Literature: Costs 65; unlocks Scribe's Office
--Code of Laws: Costs 65; unlocks City Gates, Courthouse, Slave Market, Tax Office, and Solomon's Court
--Warrior Code: Costs 65; unlocks Chariot Archer, Composite Bowman, and Barracks
--To fit in the new Techs some of the Techs from the unmodded game were moved and some had their costs updated to account for this
Promotions:
--Totem Pole: +50% Combat Bonus when defending in Forest

===General Changes===
Buildings:
--Barracks (class) now unlocked by Warrior Code instead of Bronze Working
--Local Office (the Building replacing the Courthouse) now has 1 Governor specialist
Religions:
--"Oral Tradition" renamed "Religious Tradition"
Resources:
--Fish, Whales, Pearls, and Crabs now have "Fishing" as their TechCityTrade value
Builds/Units:
--Fishing Boats/Work Boats are now unlocked by Fishing
--Chariot Archer and Composite Bowman (class, each) now unlock at Warrior Code

===Additional Notes===
--Asherah Pole and Sacrifical Alter were meant to become obsolete at Theology not Literature but I accidently wrote in Literature
--The old Courthouse Building was updated to become the new one and a new Local Office Building was added to replace it. This is being noted because the change log records this as though the Courthouse was updated into the Local Office and a new Courthouse Building was added

====Content added from Enhanced Information Era (Posted 23 Nov, 2014 @ 11:27pm, last updated 29 Jan, 2015 @ 7:39pm)====
===Added Content===
Buildings:
--Satellite Defense Array: Costs 600, 2 Gold Maintenance; 50 extra city Hit Points, nuke immune
--Internet Tower: Costs 550, 2 Gold Maintenance; +15% Culutre, +20% Tourism from Great Works, enemy Spies are 50% more effective
--GM Seed Company: Costs 650, 5 Gold Maintenance; 5 Food, +5% Gold and Production, +2 Food and +1 Gold from Wheat
--Organ Farm: Costs 650, 5 Gold Maintenance; 10 Food, +5% Science
--City Infrastructure Dumb AI: Costs 650, 10 Gold Maintenance; +3% Gold and Science, +6% Production
--Specialized Treatment Center: Costs 650, 5 Gold Maintenance; 5 Food, +5% Science, 15% of Food is carried over after a new Citizen is born
--Commercial Shuttle: Costs 650, 5 Gold Maintenance; 15% Gold
--Shield Generator: Costs 650, 2 Gold Maintenance; 15 Defense, 25% less population loss from nuclear attacks, requires a Military Base
--Cloning Lab: Costs 700, 10 Gold Maintenance; 15 Food, requires a Research Lab
--Gene Therapy Center: Costs 700, 2 Gold Maintenance; 7 Production, 4 Happiness
--Mind Control Center: Costs 700, 5 Gold Maintenance; -30% Gold and Production, 25 Happiness, maximum of 5 in your empire
--Thought Programing Center: Costs 700, 2 Gold Maintenance; 5 Culture, 2 Happiness
--Space Casino: Costs 700, 5 Gold Maintenance; 5 Gold, 2 Happiness, nuke immune, requires a Commercial Shuttle
--Space Dock: Costs 700, 5 Gold Maintenance; 50% Production when building Spaceship Parts, nuke immune, requires a Commercial Shuttle
--Space Market: Costs 700, 5 Gold Maintenance; 15% Gold, nuke immune, requires a Commercial Shuttle
--Space Resort: Costs 700, 5 Gold Maintenance; 5 Happiness, requires a Commercial Shuttle
--Experimental Mutation Lab: Costs 750, 4 Gold Maintenance; 5 Food and Science, requires a Cloning Lab
--Android Police Station: Costs 750, 2 Gold Maintenance; enemy spies are 25% less effective, requires a Police Station
--Android Servant Manufacturer: Costs 750, 2 Gold Maintenance; 5 Production, 3 Happiness
--Holotraining Facility: Costs 750, 2 Gold Maintenance; units trained in its city get 20 XP and the Holoveteran Promotion, requires a Military Academy
--Public Holoroom: Costs 750, 2 Gold Maintenance; 6 Culture, 5 Science
National Wonders:
--Defense Network: Costs 650; +12% Production, enemy spies are 12% less effective, cannot be built in a city with another Network in it
--Financial Network: Costs 650; +20% Gold, cannot be built in a city with another Network in it
--Science Network: Costs 650; +20 Science, cannot be built in a city with another Network in it
--The Reserve: Costs 700; 20 Gold, -15% Production, 1 Gold and -1 Production for every 5 citizens, +5 Gold and 1 Production from Stock Exhanges, requires a Stock Exchange in every City
--Cancer Treatment Center: 1250, 7 Food and Science, +2 Population in each city, requires a Specialized Treatment Center in every City
World Wonders:
--The True God: Costs 1200; 2 Faith, 10 Science, +5% Science in all Cities, 5 Science from Temples, 3 Great Scientist Points
--Third Temple: Costs 1200; 5 Culture, 2 Faith, +5% Culture in all Cities, free Temple in this City, Empire enters a Golden Age, if its City is captured, the enemy will plunder 200% more Gold
--The Mayor: Costs 1500; 10% Gold and Science, 20% Production, free City Infrastructure Dumb AI in this City
--Space Elevator: Costs 1500; +25% Great People generation in this City, +50% Prodution when building Spaceship Parts, 1 Great Scientist Specalist, 1 free Tech
--International Geoengineering Office: Unlocked by the Save the Earth Initiative; 10 Science, Workers are 15% faster, grants 1 additional Delegate in the World Congress
Resolutions/International Projects:
--Save the Earth Initiative: Bronze Reward: Environmental Research (Research bonus (4 BaseBeakersTurnsToCount)), Silver Reward: Geoengineering Leader (Free Geoengineer), Gold Reward: Geoengineering Authority (International Geoengineering Office apears in the Capital)
Technologies: 
--Network Systems: Costs 7700; unlocks Defense/Financial/Science Network
--Genetic Engineering: Costs 9900; unlocks GM Seed Company and Organ Replacement Factory
--Factory Farming: Costs 9900; +1 Food, Gold, and Production from Farms
--Geoengineering: Costs 9900; unlocks Geoengineer, Synthetic Farm, and Save the Earth Initiative
--Synthetic Thought: Costs 9900; unlocks Automaton and City Infrastructure Dumb AI
--Nanomedicine: Costs 9900; unlocks Specialized Treatment Center
--Shielding: Costs 9900; unlocks Gravebringer, Commercial Shuttle, Shield Generator, and Third Temple
--DNA Synthesis: Costs 10500; unlocks Bleeder, Cloning Lab, and Gene Therapy Center
--Mind Control: Costs 10500; unlocks Mind Control Center and Thought Programing Center
--Artificial Intelligence: Costs 10500; unlocks The Mayor
--Nanorobotics: Costs 10500; unlocks Attack Swarm and grants Repair Nanobots to all Units
--Orbital Construction: Costs 10500; unlocks Space Casino, Space Dock, Space Market, Space Resort, and Space Elevator
--Guided Mutation: Costs 11500; unlocks Experimental Mutation Lab
--Biorobotics: Costs 11500; unlocks Cyborg Warrior
--Androids: Costs 11500; unlocks Android Infantry, Android Police Station, and Android Servant Manufacturer
--Cure for Cancer: Costs 11500; unlocks Cancer Treatment Center
--Holography: Costs 11500; unlocks Holotraining Facility and Public Holoroom
--Advanced Humans: Nada
Improvements:
--Synthetic Farm: 3 Food, 2 Science, must be built on Tundra or Snow
Promotions:
--Healing Factor: +5 HP healed per turn
--Bleeder: +4 attacks per turn
--Cyborg: Completely Heals Every Turn, even if it performs an action, earns experience towards promotions twice as fast, ignores terrain cost
--Adaptive: Grants a new Promotion (Improved Rotors, Improved Combat Sensors, Improved Combat Armor, Improved Weaponary) upon first combat
--Improved Rotors: +2 Moves, +3 attacks per turn
--Improved Combat Sensors: +5% Attack, +1 Visibilty Range
--Improved Combat Armor: +25% Defense
--Improved Weaponary: +20% Attack
--Gravebringer: +2 attacks per turn, ignores terrain cost
--Repair Nanobots: +10% Combat, +10 HP healed per turn
--Holoveteran: +10% Combat
Units:
--Geoengineer: Costs 500; 2 Moves, no Combat, builds Synthetic Farms, can be captured as a Geoengineer
--Automaton: Costs 500; 3 Moves, 110 Combat, Gun Unit, becomes obsolete at Androids, and upgrades to Android Infantry (also its goodyhutupgrade), has the Healing Factor Promotion
--Gravebringer: Costs 700; 3 Moves, 105 Combat, Gun Unit, has the Gravebringer Promotion
--Bleeder: Costs 300; 5 Moves, 45 Combat, Gun Unit, no Unit Maintenance, has the Bleeder Promotion
--Attack Swarm: Costs 525; 8 Moves, 15 Combat, Helicopter Unit, has the same Promotions as the Helicopter Gunship, requires 1 Aluminum
--Cyborg Warrior: Costs 500, 2 Moves, 70 Combat, Gun Unit, has the Adaptive and Cyborg Promotions
--Android Infantry: Cost 700, 3 Moves, 125 Combat, Gun Unit, has the same Promotions as the Marine plus Improved Combat Armor

===General Changes===
--Marine becomes obsolete at Androids and upgrades to Android Infantry (also its goodyhutupgrade)
--Helicopter Gunship becomes obsolete at Nanorobotics and upgrades to Attack Swarm (also its goodyhutupgrade)
--Mechanized Infantry becomes obsolete at Synthetic Thought and upgrades to Automaton (also its goodyhutupgrade)

===Additional Notes===
--The Network National Wonders do not have their cost increased by the number of cities in the Empire like other National Wonders
--Satellite Defense Array is unlocked by Satellites, Internet Tower is unlocked by The Internet, The Reserve is unlocked by Globalization, The True God is unlocked by Nanotechnology

====Content added from First Contact Era (Posted 28 Nov, 2014 @ 7:54pm)====
===Added Content===
Buildings:
--Research and Development Facility: Costs 550, 5 Gold Maintenance; 5 Food and Production, +20% Science, requires a Research Lab
--Alien Weapons Research Center: Costs 600, 5 Gold Maintenance; 5 Science, Units trained in this City get 15XP, requires a Military Base
--Alien Vendor: Costs 600, 2 Gold Maintenance; 5 Culture, +33% Gold
--Alien-Human Power Plant: Costs 650, 2 Gold Maintenance; +20% Production, +5% Science, City must not contain another Power Plant (besides the Hydro Plant), requires a Factory
--Alien University: Costs 650, 2 Gold Maintenance; 2 Culture, +20% Science, requires a University
--Alien Therapy Office: Costs 650, 2 Gold Maintenance; 2 Production 3 Happiness
--Alien Treatment Center: Costs 650, 5 Gold Maintenance; 5 Food, +10% Science, requires a Medical Lab
--Alien TV Provider: Cost 700, 2 Gold Maintenance; 2 Culture and Science, requires a Broadcast Tower
--Interplanetary Com Station: Costs 700, 5 Gold Maintenance; 5 Happiness, requires a Broadcast Tower
--Alien Museum: Costs 700, 2 Gold Maintenance; 2 Culture, 6 Science, requires a Museum
--Alien Culture Center: Costs 700, 2 Gold Maintenance; 7 Culture, 3 Happiness
National Wonders:
--Alien Language Database: Costs 600; 4 Culture, 2 Science, 1 Happiness
Eras:
--First Contact
Technologies:
--Futurology: Costs 9500; unlocks Research and Development Facility
--Alien Weapons: Costs 10000; unlocks Alien Weapons Research Center and grants Alien Weapons to all Units
--Xenolinguistics: Costs 10000; unlocks Alien Vendor and Alien Language Database
--Alien Systems Interface: Costs 10500; unlocks Alien-Human Power Plant
--Alien Studies: Costs 10500; unlocks Alien University
--Xenopsychology: Costs 10500; unlocks Alien Therapy Office
--Xenophysiology: Costs 10500; unlocks Alien Treatment Center
--Interplanetary Communications: Costs 11000; unlocks Alien TV Provider and Interplanetary Com Station
--Xenoanthropology: Costs 11000; unlocks Alien Musuem and Alien Culture Center
Promotions
--Alien Weapons: +15% Attack and Defense

===Additional Notes===
--The orginal FCE mod moved Future Tech to the end of the tech tree then added the "Futurology" Tech to where Future Tech was before being move. Before this mod was made, the idea was to make EAE, EIE, and FCE compatible with each other. To that end, it was changed so that Future Tech was updated to become Futurology and a new Future Tech was added to the end of the tech tree. It is the same in this mod

====Balancing Changes====
Buildings:
--Spaceship Factories no longer increase Production of Spaceship Parts, are now required to build Spaceship Part, and no longer require a Factory
--Hotels now have their LandmarksTourismPercent and GreatWorksTourismModifier values as 15%
--Tourist Centers now have their LandmarksTourismPercent and GreatWorksTourismModifier values as 35%
Units:
--Space Ship Parts now cost 2250
Eras:
--Changed StartPercent to 8, 21, 31, 42, 54, 54, 67 for the Classical, Medieval, Renaissance, Industrial, Modern, Post Modern and Future Era, respectively
Game Speeds:
--300, 200, 100 and 70 turns added to Marathon, Epic, Standard and Quick speeds, respectively

====Additional Notes====
--Some of the content added from EAE, EIE, and FCE was never actually published to the workshop. For FCE, this was pretty much only changing Futurology so FCE could be compatible with EIE
--This first version combined 3 mods, 2 of which had half-completed updates so for that reason and because of its size, I consent that there may be some (hopefully) minor errors in the update notes

Version 2:
====Added Content====
Buildings:
--Coal Plant (Industrialization): Costs 360, 3 Gold Maintenance; +5 Production, +2 Production from Coal, requires 1 Coal, City must not contain another Power Plant (besides the Hydro Plant)
--Film Studio (Electrcity): Costs 360, 3 Gold Maintenance; +10% Culture and 10% of the Culture from World Wonders, Natural Wonders, and Improvements is added to the Tourism output of the city, maximum of 5 in your empire
--Super Market (Plastic): Costs 500; +1 and 25% Gold, 2 Merchant Specialists, requires a Market
National Wonders:
--Personalized Ad Hub (Synthetic Thought): Costs 1250; +10% Gold in all Cities, +1 Gold from City Infrastructure Dumb AIs, enemy Spies are 10% more effective in all Cities, requires a City Infrastructure Dumb AI in every City
World Wonders:
--Tolerance Mosque (Internet): 1 free Policy, +3 Food for each World Religion that has at least 1 follower in the City
--New Rome (Globalization): +10% Gold and Science in all Cities

====General Changes====
Buildings/Wonders:
--Satellite Defense Array no longer increases a City's Hit Points by 50 but instead, increases its Defense Strength by 5. This is because Hit Points do not work for the vanilla game is this will make making the mod compatible with all versions of the game easier
--Public Holoroom now provides 5 Culture instead of 6
--Removed "The Reserve" National Wonder...I honestly only added it because someone suggested it in the EIE comments
--Nuclear/Solar/Alien-Human Hybrid Plants no longer require Factories
--Alien-Human Power Plant now has its own icon instead of the Paper Maker placeholder it had before
--All FCE Buildings have had their cost increased by 1000 to reflect that they are unlocked later than they were in the original FCE mod
Civilizations:
--Barbarians and City States can no longer build Units added by the Enhanced Information Era part of this mod or any National or World Wonders added by this mod. This will apply to Units and Wonders that may be added in future updates
Policies/Ideologies:
--Young Pioneers now grants 1 Happiness for every Coal/Alien-Human Plant
--Iron Curtain now grant a free Local Office instead of a Courthouse in each captured City
Technologies:
--All FCE Techs have had their costs increased by 5000 to reflect that they are further down the tech tree, then they were in the original FCE mod
Promotions:
--The Alien Weapons Promotion now grants a 15% Combat Strength instead of 15% Defense and Attack bonus (because, really, it's probably the same and the former is simpler)
--Gravebringer now provides +50% Attack and +25% Defense vs Bleeders and Cyborgs
--Healing Factor and Repair Nanobots now have the Medic Promotion icon instead of the golden triangle
--Bleeder and Improved Rotors now have the Blitz Promotion icon instead of the golden triangle
--Adaptive now has the Mystic Blade Promotion icon instead of the golden triangle
--Improved Combat Sensors now has the Scouting I Promotion icon instead of the golden triangle
--Improved Combat Armor now has the Armor Plating I Promotion icon instead of the golden triangle
--"Bleeder", "Cyborg", and "Gravebringer" renamed "Bleeder Promo", "Cyborg Promo", and "Gravebringer Promo"
Units:
--Gravebringers' Combat Strength is now 90 instead of 105
--Automatons, Gravebringers, and Cyborg Warriors now have a single Great War Infantry guy as their placeholder art. They also all have the Warrior strategic view icon

====Text Changes====
Buildings/Wonders:
--"Satellite Defense Array" renamed "Defense Satellites"
--"Public Holoroom" renamed "Holoroom"
--The True God, Third Temple, and Space Elevator now have Quote text
Eras:
--In v1, except for the Description, First Contact Era's text keys were placeholders; they now have the proper text
Policies/Ideologies:
--"Warrior Code" renamed "Comradery"; its Civilopedia and Help text have also been updated to reflect this
Processes/Resolutions:
--Redid all Help text, save for the League Project's
Specialists:
--Redid all Strategy text and Descriptions now have plurality
General:
--Redid Build, Promotion, and Unit text from scratch
--In v1, the Synthetic Farm Improvement displayed its text key but now displays "???"...not that it matter but...
--Obviously, the text files were updated to reflect the changes and additions of this update

====Fixes====
--Fixed that Literature did not require Calendar
--Fixed Solomon's Court not having a limit of 1 per world and being purchasable despite being a Wonder
--Fixed Local Office having an ID of 1 instead of 0 and Courthouse having 0 instead of 1 (I'm not even sure what ID does but whatever...)
--Fixed Asherah Pole and Sacrificial Alter becoming obsolete at Literature instead of Theology
--Fixed Sacrificial Alter not requiring or improving Sheep and Wheat
--The Repair Nanobots and Holoveteran Promotions are now "Shared Promotions" instead of "Unit Attributes" (Was present in EIE)
--These Promotions also now have the UnitCombatTypes "UNITCOMBAT_NAVALRANGED", "UNITCOMBAT_NAVALMELEE", "UNITCOMBAT_SUBMARINE", "UNITCOMBAT_CARRIER" instead of "UNITCOMBAT_NAVAL"; UNITCOMBAT_NAVAL is for the Vanilla game, the others are for BNW (Was present in EIE)
--In v1 the Repair Nanobots and Alien Weapons Promotions technically could be chosen (but not really since as soon as the Promotions were unlocked every Unit would instantly get them) but now they cannot. This was not really a bug or error but the Promotions being selectable was incorrect...though it made no difference (Was present in EIE/FCE)
--Fixed that, despite being a National Wonder, the Alien Language Database had a GoldMaintenance of 2 instead of 0, a ConquestProb of 66 instead of 0, a NumCityCostMod of 0 instead of 30, could be purchased, and was not nuke immune (Was present in FCE)
--In v1 there were 2 game options, that did nothing and were meant for testing purposes; they have been removed
--In v1 there was a unit, meant for testing purposes, that had 600 combat strength and was buildable without discovering any technologies; it has been removed
--Fixed that the Units added by this mod did not display their models but the Spearmen models instead. Mind you excepting the Geoengineer, Bleeder, and Attack Swarm all of the Units added by this mod had placeholder models anyhow. This issue happened because I forgot to tick the "Reload Strategic View System" and "Reload Unit Systems" boxes
--Since FCE adds Techs after the Future Era, Future Tech is made into Futurology. However, in V1, while it was made so, none of the text was updated so that it still had the Future Tech text. Two reasons this is bad are that the Help text says the Tech is repeating, which it is not, and the FCE Tech tree ends with a new Future Tech
--In v1, for Bleeders, Cyborgs, and Gravebringers, right clicking on their icon in the Unit panel, would bring you to their associated Promotions civilopedia page instead of theirs. This has been corrected by adding the word Promo to the end of the titles of these Promotions as noted in the General Changes section (Was present in EIE)
--Fixed Alien Treatment Center having the wrong flavors (15 Growth instead of 35 Growth and 15 Science)
--Fixed Local Office not having its flavors (5 Production. 10 Happiness)
--Fixed that on certain resolutions (whatever one(s) the 214 atlas is for) the Tech icons from this mod would not display. An icon from the unmodded game would display instead (Was present in EAE/EIE/FEC)
--Fixed Futurology having the Future Tech icon instead of its icon

====Additional Notes====
--Flavors were taken from their locations in v1 and dumped into 1 file (1 file because I'm lazy) and converted to SQL. Just noting that it is not impossible that some of values may have been accidently changed
--V1 was hastily thrown together from EAE, EIE and FCE so basically, the files from those mods were thrown into this one and not changed except in any way necessary to make sure everything worked together (actually, not alot was required here) so 3 major focuses of this update were: bugfixes, consolidating the files (i.e. instead of there being a EAE, EIE, and FCE Buildings files there is now one), and getting everything that wasn't already in SQL (almost all of EAE was; others weren't) into SQL. To that effect many things are now automated by SQL including the UnitPromotions_UnitCombats table. I'm noting this in particular because to me it is just the coolest (yes I'm a nerd; leave me alone). In XML this would take 174 lines, using SQL INSERT INTO VALUES it would take 45 lines, and with INSERT INTO SELECT it takes 8. And now you know why SQL is black magic
--In v1, neither of the Promotions granted to Units by Technologies show their icon in the tech tree (the tooltip does display). However, apperently, in this version, Reprair Nanobots' icon does display since it was changed
--The changelog and credits were not added to this mod in v1
--Due to the switch to SQL, my proneness to make dumb mistakes, and the haphazard way in which I do things, some mistakes may have been made while making this update. That said, it is, without a doubt better than v1 and will play much better due to the many fixes. Just, for the record, the reason that v1 was made so carelessly and sloppily was because I knew I would not have access to my (or any) computer for a while and I wanted to put something out but only had a day or two and did not have time to test stuff. Still, v1 was, at least, stable
--Apperently, the package for v1 has disappeared off the face of my computer...weird