1) Should the Lanun food bonus for water tiles really be tied to the Lanun Palace? I ask because as Decius of the Calabim I conquered Dunwich, and Built a Lanun Palace there to improve all my cities food uptake. Maybe tie it to Seahaven?
I guess it was implemented like that because it was the easiest way to give a bonus to all Lanun cities. Now that we have support for civilization specific yields (for example, they give extra food on ice to Illians, and extra food on swamps to the Clan), it would make more sense to grant the Lanun this benefit by using them directly. If it is implemented like this, then a Tolerant leader that conquers a Lanun city will keep the food bonus on water plots for that city (as civilization specific yields are also adopted by Tolerant leaders), but they will not be able to propagate that bonus to any other cities. Thank you for pointing this, I have created an issue to fix this for the next version:
https://bitbucket.org/Terkhen/extramodmod/issues/345/lanun-food-bonuses
2) How much weight does AI put on defensive pacts when deciding to declare war? Hyberom just declared war on me and proceeded to get murderized by the 12 nations I had Pacts with.
I don't know; I think that this should have a big weight.
3) Unit Limits: 4 normally is okay but on huge games with all the Civilizations it is just not quite enough, is it possible to tie those limits to map size? or create a slider for selecting more or less?
It would be possible to implement this as something associated to map size. I wouldn't know how to balance the values properly, though.
Suggestion: Upon defeating a wolf or wolf pack, a Scorpion Clan Goblin should upgrade to a Scorpion Clan Wolf Rider, rather than just a wolf rider. Even if the difference is purely cosmetic it would be an extra bit of immersion for the Clan of Embers
I assumed that was already the case, so this sounds like a bug to me. I have created an issue in the tracker and it will be fixed for 0.6.0.
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Last week I have been far away from the computer I use to develop usually, so I have been toying a bit with mapscripts. Archipelago is also compatible with MapScriptTools now, and the resulting terrain is looking very nice. Also, many mapscripts used hardcoded map sizes that had little to no relation with the actual map sizes defined in the game (surprisingly this included Erebus too). Now all mapscripts generate areas that are at least proportional to the defined map sizes.
Besides that, I have nearly finished one that creates maps similar to certain, awesome fantasy world (fake internet points will be awarded to whoever mentions which one first). It creates a flat map, with the polar regions in the center, and the warm areas near the border. I still need to customize it to always create a mountainous region in the center, making sure that the biggest continent has a counterweight landmass in the opposite direction of the world, and some other minor things. Regardless, I am quite satisfied with how it looks after spending relatively little time on it: