Some comments on the last few SVNs, say around 605 to 611 with multiple games played and various issues that have come up. This will be somewhat stream of conciousness and out of order as I've made notes or taken screenshots of useful items when they've shown up as things I wanted to mention. So then...
1. Buildings -- ice house, hotel and igloo - can't build due to lattitude restrictions, same with the Snow Castle of Kemi (sp?) WW as you can see below.
<iMinLatitude>50</iMinLatitude> -- this appears to be in error, changed to '0' and all buildings appear to work fine
2. siam ho trai - library replacement - research bonus too strong - currently 40%, reduce to 30% at least - Siam is almost always tech leader when present in the game I've found, the new and far worse mansa musa it would seem. I wouldn't even play with them in my games without this edit present.
3. Early game non-animal barbs are AWOL for the most part. Even with raging barbs on, virtually no attacks. You'll get the occasional unit or two, and in my last game I got 3 at once wow. Yeah, no where near what 'raging barbs' can do in the default game. Instead they seem to settle into barb cities way earlier than usual which is rather annoying I must say. This is a change in the SVN as I played the old AND beta2 and they were fine as I recall. So something has changed in the SVN, not sure what was done to cause this.
4. Early game scouts too weak - animals too strong take your pick. When you have polar bears with strength 4 spawning 15 turns into the game your early scouts are just so much raw meat. A useful tweak I've made for my copy is to up scouts to 2 str with 50% vs animals. They survive much more often unless you're careless with where you end your turns all the time. You'll lose some but it makes early game exploration less frustrating.
5. fresh water health bonus too small - this used to be +3 in base i think, now it's +1 which is meh. With all the extra pollution causing "things" in the game you'll be seeing green smoke all the time past the classical era which is again annoying for me. A quick fix I've made that semi-solves it is to up the fresh water bonus to +5, makes settling there much more attractive and pushes back the pain a bit. The root cause is lots of sick faces which should be brought back down I'd say.
6. 1st ring city culture too strong - can't overcome or flip cities - I assume this is Fixed Borders doing this given what I've read in the Civopedia on it. What a terrible idea, it basically makes culture wars and fighting over tiles and trying to flip cities peacefully via strong culture pointless and impossible. Way to ruin a well done mechanic from the base game whoever came up with this. I've NEVER seen a city flip or even be in remote danger from culture with that setting on in all the games I've played with this mod. Just awful. What is in these screenshots below should never ever happen in my view, this city should have flipped looong ago.
I see there is an option in the latest SVNs to turn off any use of Fixed Borders, that will solve this issue and make culture wars possible again, yes?
7. weirdness with natural culture spread - hills, rivers, enemy culture --> see pic below:
Why is that hill with all the French riflemen on it still under French control? I have 63% vs 36% culture on that tile, it should be mine unless I'm not understanding something about RCS.
8. great general experience gain way too slow with fractional xp rewards from combat - with the current settings I only got 3 or 4 GGs in the course of a game when I had major wars going on all over the place. I know GGs are powerful but presently they are too rare for my taste. Here are the settings I use, use / not use / tweak to your liking but it's what I'll be using going forward.
GlobalDefines.xml
<DefineName>GREAT_GENERALS_THRESHOLD_INCREASE</DefineName>
<iDefineIntVal>19</iDefineIntVal>
<DefineName>GREAT_GENERALS_THRESHOLD</DefineName>
<iDefineIntVal>15</iDefineIntVal>
9. Corporations 1: national units - corporation spreaders - build limit too small at 5 - up to at least 10 or more - long travel times make spreading annoying. Recommend you make them all unlimited like the religious missionaries.
10. Corporations 2: why only founding city for corporations can spread it? too tedious to manage, recommend removal of corporate HQ building in requirement for building spreader units. I can think of no good reason for this requirement aside from a hard nerf of all corps as someone didn't like them, I'll be removing it on all my SVN copies if it isn't done "officially" as it makes using corps a huge timesink and micro task just to annoy the player as far as I can see.
11. Corporations 3: message spam with realistic corporation spread on - this has to do with the log window and end of turn notifications - if you use that setting you'll get spammed to death with messages every single turn about this corporation spreading here, no longer doing business here, needs this resource here, etc. I like the idea of realistic spread as it eliminates or at least reduces microing a somewhat annoying aspect of the game but the message spawn is a deal breaker, I won't be using it as much as I'd like to if this can't be toned down somehow.
12. Certain terrain features/improvements are unavailable in Worldbuilder for some bizarre reason by default in this mod. I can't think of a good reason for this, recommend you change these settings so it's "official" going forward.
CIV4ImprovementInfos.xml
<Type>IMPROVEMENT_CITY_RUINS</Type>
<bGraphicalOnly>0</bGraphicalOnly>
<Type>IMPROVEMENT_CITY_RUINS_ARCOLOGY</Type>
<bGraphicalOnly>0</bGraphicalOnly>
<Type>IMPROVEMENT_GOODY_HUT</Type>
<bGraphicalOnly>0</bGraphicalOnly>
13. peace/trade treaty length too short (10 turns) - change to 15 or even 20 turns - for the longer gamespeeds such as Marathon and on up 10 turns is fairly weak for a treaty length. I use 15 myself, feels like a better length when you get into long games. YMMV as always.
14. Someone a while back in another thread mentioned Sea Tunnels and if they work. I've used them and they do "work", but only for the player from what I've seen. You can use them yourself to manually send units across them to other continents and they will work as advertised. The enemy players AI, on the other hand, will ignore them and any auto AI units you have yourself (mainly workers but also corp/religion spreaders) will ignore them as well. They obviously don't count as a "normal" land connections when it comes to the AI and any routing it considers. Would love to see this altered/fixed at some point as I love the idea of the sea tunnels, they're just kinda of rough right now. See screenshot below:
15. Has something changed with respect to the requirements to create colonies in this mod? I used to do it in vanilla BtS Civ4 without issue via alt-F1 but it doesn't seem to let me do it anymore. It always has nothing on the list of eligible cities, which is more than a little annoying. See screenshot:
That's all for now, I have several other points and concerns worth mentioning but I'll stop now so as not to overload you. I'll post some more once these points have been up for a bit. Note that these are all suggestions, use them or not as you like but I will say I'll be using all of the changes that I've mentioned I can make via XML here myself.
Comments on anything above are welcome.