No special launcher is needed, just a special way to package the mod. Currently, multiplayer mods work by disguising themselves as official DLC, so players enable or disable the mod by enabling or disabling it in the DLC menu.
I'm definitely no expert at mods in Civ V but in order to use them in multiplayer a friend told me to download
this. Is there an easier way to handle that?
The gain for the resolving of pantheon, religion, and ideology ties would probably improve the players' mental state more than it would improve the game (the threat of being same-turned on pantheon or religion can be as big of a detriment as an actual same-turning), but it's still something.
I guess this is just something that's never really bothered me as much as it bothers you. Annoying when it happens, perhaps even really important when it happens, but pretty rare in the first place. Not going to turn down a good solution if one arises, but I don't think it's worth it to go from Hybrid to Sequential for this reason alone...especially in a smaller game. Maybe if it was an 8+ person game or something, possibly even 6+.
You can get enough faith from meeting a religious CS first or from faith ruins to nab first pantheon, but not second pantheon.
Right, stupid quick speed problems. This doesn't happen on Standard or slower. Should get less faith on quick to avoid this, but I guess it is what it is.
Oxford into Radio begs to differ: in 6-player games on Quick, I've seen plenty of cases where two people got their ideologies on the same turn (roughly one case every 4-5 games). It's definitely not common, but I wouldn't call it rare either.
So out of like 5 possible ties per game and thus 20-25 possible ties total, it happens one time. I'd say a 4-5% chance of happening per game is rare.
Stealing a population ruins from under another player's scout saves you about 10 turns of growth.
No, it doesn't, especially not on quick speed.
Stealing a tech ruins from under another player's scout can save you about 12 turns of science.
No, it doesn't, unless it's a tech you were actually waiting on. Early game you're often waiting around on buildings or even obtaining workers to do stuff with techs.
Stealing a culture ruins from under another player's scout usually means having a roughly 12 turn lead on culture that they will have to make up with wonders.
No, it's not actually 12 turns, not later on. Let's even say they unlock Tradition with that and get 36 culture more. That's the gap -- not 12 full turns of culture.
Stealing a faith ruins usually means you get first or second pantheon instantly while the other player does not.
Can't even get a faith ruin until turn 20, plus you might not find one, plus you have religious CSes, plus people going for faith will be close to pantheons anyway.
If you're still not convinced, consider meeting a CS on the same turn as same-turning a ruins: the player who clicks first gets the bigger bonus, which can mean the difference between first pantheon without shrines and second pantheon with shrines for religious CS.
Which is a problem with quick speed in the first place.