Most of your questions have been addressed by others, but here are some of my inputs.
3) I recall having used the Better Bat AI Mod with the game before as it held many conveniences and AI improvements. And I know that many of the features of that mod got implemented in other mods. Is that also the case with Realism Invictus?
Both BUG and K-Mod (that further builds on BetterAI) are included.
4) I am thinking about leaving the revolution setting switched off. I have read that the AI is not so great in dealing with the revolution part. And I myself also like to keep some control over my civilization. I do like some challenges and problems along the way, but it shouldn't become too random. Any views on this revolution part?
I personally play with it off. Mostly because it turned out to be rather micromanagement-heavy.
7) Any reason to play with the setting that punishes you for getting ahead of history? It feels a bit weird to be held back by a year value in the real world.
It is perfectly playable with it off. OTOH, I really don't like the "punishing" mindset. It adjusts, yes, but if you're ahead in tech, you'll still be ahead, just by a smaller margin. It evens out the outliers a bit.
On the other hand, if I or an AI were dealt a perfect hand and every decision worked out perfectly (great area to settle, lots of resources, conquer a civilization early or settle a more than decent ares, get lots of open borders for faster technology sharing, lots of World Wonders build in a powerhouse city with the perfect resources to quickly build the wonders, etc.), then I wouldn't mind being ahead a bit of real life history. And if I or an AI were isolated on a tiny island, then I wouldn't mind being hopelessly behind on real life history. That would also make sense. I gather that only the being ahead is punished and the being behind not really compensated. Except maybe via the open borders sharing of technology if the the empire that is technologically behind can get open borders.
Is the mod not balanced for a good technological pace in a typical game without the 'ahead of time penalty'? I understand that it may not be so easy to balance the technological progress very well in an ever changing mod as it requires a lot of game testing. But for instance, the increased cost of research with the number of cities would already make it a bit easier to balance the game as a civilization being very successful in early conquest may not necessarily be doing very well in research. So that kind of development in a game doesn't mess up the technological progress of the world that much.
You wouldn't believe how many times people pestered me because they reached ironclads in 1600 or planes by 1800. Apparently, that arbitrary year number was very important for some - to the extent I contemplated simply removing the "year" and just leaving the "turn #". You'll be fine either way, with it on or off. As you mention yourself,
a lot depends on the actual map settings and game circumstances when it comes to tech pace (for instance, even the same map with 8 Gandhis or 8 Genghis will progress at quite different speeds), but since a lot of people seemed to aggressively miss that, to the point of hurling insults, I just sat down and created a little rubberbanding mechanic that helped with the pacing. It's not as prohibitive as, say, in EU4, where you can't research any tech more than 10-15 years ahead of time no matter what you do, it simply pushes the average game's tech progress to be in line with the turn count for the chosen game speed's number of turns.
Is there a way to disable the unit cost scaling by spies?
The cost is now by +250% and a spy takes 15 rounds. That makes it hard to infiltrate other civs effective.
You can by adjusting XML. Note, though, that it works both ways, and AIs love their spies. You will get drowned in hostile missions most of the time if you do.
It is good to heard that this issue doesn't pop up that often and that you managed to work around it every time. But it is not clear to me why the declaration of a war a few turns before the issue popped up would remedy the situation. Neither is it clear how you identified the culprit. How did you guess what civilization was causing the problem and why did you try declaring war on them. Is there something known about the nature of the hanging game issue that would make this a logical course of action on your end?
It is actually a vanilla issue that has never been
quite pinned down. It is something concerning privateers (and hidden nationality / always hostile units in general) and AI group logic. I did recently implement a workaround that circumvents the particular recently reported case; I'm not 100% satisfied with my solution, nor am I sure if it is universal - but that's precisely because the issue is so rare that I don't have enough test cases.
What I meant is that the cost of building a settler at the 'realistic' speed was already higher than the cost of building a settler in the regular game at epic speed. Are you supposed to expand slower than in the normal game or are there some tricks to build settlers quicker. I haven't really explored all the options yet. I know that farming and food are really scaled differently and therefore I could see that settler building speed increases a lot after a few inventions. But at first glance, I thought that settler building would be slower than in the regular game at epic speed. Is that correct? are you supposed to focus differently than some controlled expansion in the early game?
Yeah, the default speed is already quite a bit slower than vanilla. And yes, it is not quite recommended to expand at a breakneck speed. The balance of a lot of things is rather different to vanilla even where mechanics are similar; I suggest just getting a feel for the balance by trying.
I noticed that the manual of the mod said something about the map generators that worried me. I quote:
That concerns a random map generator that you got somewhere else (most likely on this forum) and try using with the mod. The ones that come bundled are tried and tested.
Question about Global warming. How does it work in this game? I see many parameters in the GlobalDefinesAlt.xml file. But it seems to not define a terrain for the result of global warming. In the base game, this is desert. Does it also convert it into desert than in this mod? Does it use the base game value there?
Since the scope of the mod ends with the XX century, global warming is simply off. Its real effects were felt only in the XXI century, and TBH, since humans did so little to avoid it before, there's no realistic way for it to have happened earlier (humanity was basically speedrunning it in XIX/XX centuries IRL); the mechanic is relevant way past the intended end date, so the easiest way was to just turn it off.
As far as Totestra goes, even your polar pic shows a random snow tile covered in woods by itself. The totestra I am showing you has a whole region just south lol, same settings (Picture1).
RI planet generator at temperate with drastic is messy like Picture2; it makes no sense to have grasslands/plains in between snow/tundra tiles, at least not to this degree. I am not fond of tundra so having larger polar regions with coder climate is no good. I did try it but had the same creep/disjointed effect just at a more equatorial longitude.
Picture 1 is most definitely the elevation map at work; that's basically an inland plateau, a cold(er) desert akin to Gobi IRL. In picture 2 I'm mostly seeing swamps mixed in with tundra to the further south if you're talking about the centre of the screenshot. It does inspire me to play with rainfall a bit; realistically, while cold bogs are a thing, generally, the extreme latitudes are very dry IRL.