Hi. I've recently read your thread. I was looking for a complete mp modpack with vox populi like yours for a long time. I testet last 2 versions this weekend and I have some suggestion and bug reports for you:
1. Workers from civ 6 are very nice idea but when they need to cut forests, build roads they act as normal civ 5 workers. Morover when I start in classical era with one extra worker he has only 1 hammer to use. Caravans doesnt create roads.
2. Health and Plague (CiD) seems to work fine exept the UI. I resigned from the EUI to use your modpack and tested standard CiD from JFD and there are defferences in UI. In your mod lack Health, Plague (disease), Loyalty, Crime, and Happiness (different) in city menu. They only appear when I modify building queue. Everything else works fine (I suppose).
3. Emigration seems to not work. Lack of prosperity info in city menu. No emigrants.
4. Unique city states mod would be must have mod if it works. I tested no-EUI, EUI version, your modpack and standalone with other mods and solo and it seems to not work. There are no benefits (I checked the obvious ones like tile improvements, specialists inprovements, food per city) or is bugged (Belgrad give horses, then they dissappear (they are used by dummy horseman), when he stops being my ally i still can see his horses on the upper menu (but they are used). I think it is broken from scratch. (When I started to use it I added some uniques for 8 city states from "Greek Split" mod and 5 for cities from "Cradle city states" mod so all city states have its uniques. Then turned out it doesn't work at all even in normal version. If it works for you I can share those files with my ideas.)
5. I tried to disable 2 unit per tile in your mod pack but unsuccessfully. Even deleting entire folder from your modpack didnt work. Changing value in xml also didnt work. The I started to use it and I think it is good mod, but it should be accessible option to disable it.
6. I tried to disable Calypso's religions by deleting folder. Didn't work. There are some connections to artowrk when founding pantheon.Maybe instead of calypso's religions (I used it for a long time) you could pack Historical Religions from Tomatekh? It's very huge mod with tremendous amount of religions.
7. Value in Easy Promotions xml also doesnt change anything. I tried to use default number (10) or abstract (1) and there was the same effect.
8. In your mod pack version 3.2 I saw some mod for ancient ruins to choose benefits. If it works like shoshone's UU ability (goodie huts) then you should change the ability or not use the mod cos the ability turns out to be useless.
9. My pack of mods I tested recently. You can choose some if you want and incorporate them. Most of them are just UI stuff:
----city states leaders II modified by me for "Cradle City States" from tomatekh and "Greek Split" mod from More Civilizations
----cradle city states pack
----historical religions complete
----JFD cultural diversity core and soundtrack
----quick turns and red (you mentioned the are bad for mp)
----redesigned colors ad icons (must have, no more same color civs, better flavor)
----symbolic ideology tenets
----UI:
--------enhanced demographics
--------overlay barbarians
--------overlay luxuries
--------overlay resources
--------overlay road and rail
--------overlay wonders (good for natural wonders)
--------project splash screen
--------religion spread (good for checking out religions in the world)
--------small resource icons (excellent mod. No more icons covering screen)
--------trade opportunities (important one without EUI)
--------I tried to use trade route enhancements but its dll one
--------unit list enhancements
----unit path viewer
----useful oil mod
----some of JFD's civilizations (I plan to check them all) (works with your current modpack)
----most of More Civilizations civlizations (works with your current modpack)
----tomatekh's Goth civilization (works with your current modpack)
----I also tried to use RtP from JFD and ExCE (especially tribes and new resources) also from JFD, but they are incompatible with some custom civilizations. But if you plan not to use custom civs in modpack you could try incorporate them as well.
----I once tried to use HNR but it was abandoned and wasn't finished and it was incompatible with VP and other mods.
That's all for now. I love your current modpack. Some things should be customizable as for me. Good Job. I'm looking forward for next version to test it if I have enough time. I thought that no one is working on mods for civ 5 in times of civ 6
.