To confirm, is this lack of culture happening only when going Tradition or on any opener? Right now, it has the lowest culture potential of the four starting trees (unless you manage to build tons of cultural wonders with it) and encourages you to build tall, meaning less cities in which to build Monuments. Haven't had problems filling a third policy tree before hitting Industrialization when going Liberty or Honor.
I'm with the impression that the best defense against Tourism midgame is building the Sistine Chapel. Whenever a AI builds that, its culture seems to ramp way quicker than everyone else and your cultural victory is quite delayed. It's a long time until Broadcast towers come into play as well, compared to how fast tourism ramp up in this mod's midgame.
I actually did manage to build the Sistine Chapel just so that Egypt would not get it. Also sniped Leaning Tower of Pisa. Funny that you'd mention it, I even included it in my lil' write-up.
You are right of course, the best defense against a strong tourism AI is going wide and I did go Tradition with 4 cities (there was no more space for cities anyway, maybe two more subpar cities).
I don't think it would really change what happened into your game to increase the policy cost. If a CV is too fast it's a problem with tourism mostly. Good CV civs are already swimming in policies, nerfing policy acquisition would mostly hinder the other civs.
Also your game is a bit of an exception, the demigod AI usually still has 2-3 civs to influence at t200 most of the time and there is a good chance it could also simply die when a warmonger hits bombers. That said sub200 is too fast. Considering the AI had a lot of wonders I think the removal of the theme buff is a good idea especially since v3 also gives more GPP for GWAM with wonders.
You misunderstood me. What I meant was not that the AI was getting too many policies, but rather that if you were going to buff Guilds and/or Great Works again, thus granting more culture to everyone, you could slightly nerf social policies, so that it evens out. This way Tourism victories would be slightly delayed but you would still get policies at the same speed you are getting them right now. The AIs social policies don't affect Tourism all that much, the only ones I can think of are Aesthetics and some Ideology Tenets.
As for the second part of the post: The game really does seem like an exception, but Egypt really wasn't that bad of a runaway, I've seen worse. It's not like the other AIs weren't generating culture and weren't building wonders. At T190 Pacal had: Stonehenge, Hanging Gardens, Angkor Wat, Notre Dame and Halikarnassos. (He had even more wonders, but lost a city to Portugal at one point which cost him Globe Theatre iirc). Full Tradition, Full Piety, Full Aesthetics. So he was definitely generating a lot of culture. (Fun fact: Egypt had finished Tradition, Liberty, Piety, Aesthetics and was heading towards the T3 Ideology Tenet).
I think AI running away is a given in Acken's mod if you don't do anything about it yourself. You must go to war at one point or another to eliminate potential runaways or to snowball harder yourself, especially on the two highest difficulties. Wide empires (through conquest) simply beat Tall ones hands down, even if you're not going all out Domination.
Edit: Also, forgot to comment, Putting Replacable Parts after Dynamites is a major game changer. It used to be that Tradition, Rationalism, Radio Oxford, Freedom and Plastics are all in one neat tech line. Now you can't do that, not as smoothly. Still have to test playing it to know if I like that change.
I definitely agree with you. I really like the challenge the mod gives you.
Yes one of the design goal is to force players to take risks and exploit weaknesses in opponent. I want war to be an important tool of all victories.
It's important now to watch for an opportunity in attacking a busy opponent or to accept one of those coop wars we were used to refuse in the base game.
This is also where more policies gets in the equation, since you'll also get more policies now, all trees give some extra happiness for your growing empire.
Culture victory remains pretty capital centric though. But you'll still need to expand for science and military production.
Here is something else to think about which I had not considered earlier:
Usually in Civ 5 going Tall Tradition is a relatively safe option. If you settle cities defensively, bribe and have at least a few upgraded military units around all you have to do is not up and go to space. The AI won't attack you nor will they beat your finishing times.
This has changed completely. Not only are tall empires threatened enourmously by Tourism, you are now also less likely to bribe and more likely to be attacked by an AI that produces a lot of units.
The only "safe" way to win peacefully is to go wide, generate decent amounts of culture and then go to space, but this won't work either, since expanding early will piss off the AIs. Additionally, if you are settling 6+ cities it is very likely one or two of those are in a bad position, or just bordering a psychopath like Shaka, which means war is almost inevitable. So this option is out of the window, too.
Really there is no safe Victory condition anymore, the tech tree is not nearly as linear (as Erneiz mentioned earlier) and the AI can actually win games in a reasonable time now.
Even though this isn't even the complete mod you can pretty much already mark your biggest goals. Neat.
That being said I'm going to test Persia with a Liberty + Aesthetics domination now and there is absolutely nothing you could do to stop me. I don't think I've ever gone Aesthetics unless I'm going for a CV, this'll be fun.