For any who are interested, I've made some modifications to that huge map (fixed the course of a couple of rivers, zapped some swamp I'd mistakenly put on hills, added Thracian mercs resource, and a few other minor fixes). Attached is the updated file.
Now that patch 3 has introduced the "impassible terrain" option, I'll try and make a modified map that makes much of the middle Saharan & Arabian deserts, plus northern Russia's tundra forest, impassable. That should make the map play faster.
A couple of comments on the changes:
1) It's good you reduced the power of Financial, but wow did you ever nerf it! For personal play I've actually changed Vespasian to MAR/BUI, which I deem to now be the best trait combo (previously ORG/FIN) and even with that, playing on Prince level, I can *barely* manage to avoid crashing my economy in the early game. And that's making darned sure I build the Silk Road for the extra $400.
Regarding FIN, I was thinking instead of +1 commerce to tiles with at least 2, it could've been changed to +1 to tiles with at least 3. Alternatively, FIN could provide a general 10% boost to commerce?
2) Related to this, obviously, is the reduction in commerce from sea tiles and lumber mills and the increase in the number of buildings and units that require maintenance payments. And I think you nerfed the Colonization civic too, which is something I do think needed to happen.
I think that some combination of these changes would be good, but the early game is now absolutely brutal (it was already hard). I know you're aiming for that, which is fine in its way, but IMO the way the tech tree is set up, you kinda hit a particular point in the game where you go from barely being able to have an empire to being home free (mint, markets, courthouses, public executions, and some other things I'm forgetting right now kinda come all around the same point). It's like flipping a light switch, the change is so dramatic. Maybe a bit too dramatic?
I'm thinking maybe the early game situation could be eased a bit, but even more units/buildings could cost money to reduce the runaway snowball effect you can get (have success -> bigger empire -> more money/power -> more success -> etc).
3) I'm really uncertain about the 2-move infantry units. I find myself kind of hating the slow movers when they're available because the earlier units are so useful. I think they may be overpowered.
4) Good job fixing the previously massively overpowered chariot archers, horse archers, and Deceris which used to be able to bombard multiple times/turn. That was fun but silly.
5) Great general points seem much harder to come by. That's probably good.
6) Not sure about the inability to mine hills w/o mining resources (quarrying instead). The more I play the more sense it makes, though.
7) Still going with -1 health per future tech? Ugh.
Overall, it's still great fun. Just my thoughts, take 'em or leave 'em.