There's a download link on the database page, about 10 MB. The archive does not include the manual and source code, which are hosted on GitHub. AdvCiv is mostly an AI mod at this point, based on and in the spirit of K-Mod. I've tried to fix the most common gripes with the K-Mod AI and UI, and to improve some areas of the game that K-Mod doesn't touch. War AI: I've almost entirely replaced the BtS/K-Mod code dealing with war planning and peace treaties. I like to think that my AI makes more sensible decisions about war and peace, and strikes a balance between K-Mod aggressiveness and BtS passiveness. Diplomacy: I've gone through the AI diplo modifiers and got rid of a number of loopholes and inconsistencies, especially regarding worst enemies, vassals and shared wars. I've also set decay rates for all AI memory, including "You declared war on us". Barbarians: The spawn rate increases gradually and peaks (usually) in the early centuries AD. And many smaller changes. Culture: Tile culture no longer vanishes when a civ is eliminated. The dead culture can cause anger and revolts, and revolts can happen in any cities, not just those near a border. My formula for the revolt chance works more like the BtS formula than the one in K-Mod, so that some 5-10 units are normally enough to hold onto a city. Player handicap: If the "Start Points as Handicap" option is checked on the Custom Game screen, the human civs start with a Settler and Warrior as normal, while the AI civs get Advanced Starts. (Hence the name "Advanced Civ".) UI: I've merged or replaced some essential BULL features missing in K-Mod, in particular the Show Hidden Attitude mod, Sentry-Heal outside cities, and Ctrl to stop worker builds before completion ("pre-chop"). I've also added some new UI conveniences, e.g. an expanding (fly-out) scoreboard, and made some improvements to AI Auto Play. Game option "Rise & Fall": Divides the game into chapters and lets the (single) human player control a different civ in each chapter. The objective is to maximize a score awarded for each chapter. Plus a handful of balance changes (e.g. Financial trait, Hereditary Rule, Granary) in addition to those in K-Mod, closed loopholes (e.g. fail gold only for wonders in the production queue) and some other rule changes (e.g. need to reveal the entire path to a city in order to get a trade route, no Worker stealing) and AI changes (e.g. trades resources based on whether it needs them, abandons untenable cities). The manual describes all this in (much) more detail. In case someone's interested in the inner workings of AI war planning, I've attached an annotated logfile to this post and a play report to a later post. (The logfile is a bit outdated by now; e.g. says that the AI never contacts humans for peace, which is no longer true.) Status: I can never do enough playtesting to ensure that everything works as intended in the latest release, but, overall, the mod has become quite stable I believe. Since autumn 2017, there have been only minor functional additions, and my focus has been on bugfixing, UI tweaks and working out flaws in my AI code. I've also gotten some reassuring and helpful feedback from players (special thanks to @SuperXANA, @Cruiser76 and @keldath). See this post (the first two paragraphs) about the status of multiplayer support; not sufficiently tested.