Some feedback:
I have been playing 2 games, one RoM/AND 1.55, one RoM/AND 1.60beta10.
First, my thanks - both have been a blast! Congratulations on all the work that went into both mods...awesome!
Now for the 1.55:
Immortal, Large map, snaky continents, low water, aggressive AI, RevDCM but no barbarian civ: Played until 1700 AD, then had a recurring CTD while the turn was processed. I think that this bug was already reported and taken care of so I will only provide more information if you think it useful. The game was a blast, the AI was very good. I was able to vassalize one medium enemy around 500AD, then prepared to attack another medium civ but was attacked by the strongest right when my expeditionary force was ready to debark against the medium enemy. I had 11 cities, the strong enemy 30. The war lasted for several 100 years before I won. This was the closest I was ever militarily defeated after 0AD. The AI didn't suicidally attack, I was very pleased. In general the AI seemed to expand aggressively, several smaller nations were eliminated.
Now for the second game /Rom/AND 1.60beta10:
Immortal, large map, snaky continents, low water, aggressive AI, RevDCM but no barbarian civ. I am _very_ pleased with the dynamic difficulty - this is a brilliant idea. Game went surprisingly well, switched to deity around 500BC. However, I was then always the 2nd or 3rd strongest in score (on deity?!?) and able to attack a stronger neighbour, completely crushing him around 500AD. I am now the second strongest and doubt that the strongest can either outtech me or defeat me militarily. It looks to me as if the AI in beta10 was a bit more passive than in 1.55
Some thoughts: the river authority is too strong (beta10) - I think this has already been taken care of. I currently _only_ settle river sites as river authority plus irrigation canals are so important. Aside from this I _think_ that I am in such a strong position because the AI builds less buildings in its cities. I focus on food first, then production, then money buildings, followed sparingly by sience buildings. Most of my improvements are cottages plus some workshops. Even on diety I am able to produce nearly as much production and money with 4-5 size 8-11 cities (plus 1-2 size 2-4 cities in development) as the strongest AI. So: Maybe have the AI should focus a bit more on food and production buildings before.
On the science side everything works fine (I shudder to think about how much testing this had to take to work this well...congratulations again!) - I have to hurry to catch up and be careful to trade...still I rarely have to build science buildings, so its hard but not very hard.
And one wish:
Is it possible to give the AI another strong boost especially for the production of and support for military units? If possible only during duration of war against the player (though this might be exploitable by declaring war against someone whom you want to make stronger in order to have him defeat another AI). Basically I would like to face roughly 1,5 to 2 times the enemy military strength that I am facing now plus give the AI the abilitiy to rapidly produce reinforcements. Most of my wars center on defeating the intial AI army, followed by a steady march against their cities...during my 'march' the AI does little other than add reinforcements to its cities...which are killed piecemeal with me losing less than they do. If they would attack me in the field with 50% of their forces I would be unable to besiege their cities.
Next wish: make (preferably AI only) city defences a bit harder to beat, possibly by making units that have lost less then 20-30% nearly as hard to kill as hale units. Once an enemy unit defending a heavily fortified city is slightly wounded it can be killed relatively easy (medium swordsmen, pancration plus 1-2 cityraider promotions). I was able to overrun enemy cities (1 longbow, several pikemen) losing less (!) units than they do while assaulting defences of 100%. I think that I should be forced to trade at least 3 of my units for one of theirs when attacking defences. Lastly, the AI seems to use little to no siegeunits in defense of their cities. If they would attack my besieging stack with some catapults resulting in my assaultunits being slightly wounded I woud have a much harder time.
I have no idea how hard this would be to implement but imagine it to be quite a challenge...still, one can wish
Thats it, can't wait to download the next beta - all this is _so_ much fun!