I have started to go over the CIV4CivicInfos file and am making changes that I think have been long overdue. I'm testing the changes in my current game. Some of the things I've mentioned and protested over in this and other threads have been adjusted to those arguments.
Currently the Gov't and Power Civics have received the most "tweaks", with others to a lesser degree.
The 2 Civics with the biggest changes are 2 that have been my pet peeves, Pacifism and Slavery. These 2 are ( imho ) so out of kilter that it "hurts" to see the AI use them almost exclusively for an entire game to their detriment.
The Civics should be that you should see a variety being used by the AI. Especially with the Leader's Traits being diversified, so too should their Civic usage. But instead I've seen for many C2C versions and even back to AND and RoM days that the AI will use several Civics eXclusively for entire games. Slavery was the 1st Culprit and now Pacifist is another.
Players too get into the habit of having "favorite" Civics, I'm as guilty as anyone on this. Why? Not because of different play styles but because the "negatives" of some of the Civics so outweigh the "positives" that we just don't want to use them or even give them a try or look see if you will.
With that said I'm still learning what different bits of xml does in this file so I've made so mistakes, like learning that the # I entered between <ixxx>#</ixxx> turns out to be a per cent instead of an integer. So that merchant specialist gives 10 espionage and not 0.10 espionage and vice versa like I thought it would.
I'll post a copy later on when I've worked more things out.
JosEPh