by the way,
what solution did you come up with to the worker thing you told me about?
I made a bunch of changes (
Git commit), however, with those particular settings – Modern-era start, Archipelago, Tropical climate – some AI civs still train and scrap too many workers. It's tough because a new city on a small jungle-covered continent with free initial population from the start era immediately needs a high number of workers, and, 20 turns later, when the city is fully improved, that continent will have far too many. Also, in the Modern era, cities can produce new workers very quickly if the AI thinks that a continent has too few; much faster than Transports can ferry them. When Transports do arrive, they may carry 4 or 5 workers at once.
I've just run 150 turns on AI Auto Play with these settings (and Prince difficulty) in unmodded BtS (well, just the Auto Play mod) and K-Mod for a comparison; screenshots attached. K-Mod looks the worst (Augustus has deleted 84 workers), but at least the K-Mod AI manages to clear the jungle (and wins a Space victory shortly before the 150 turns are up), whereas BtS ... see
BtS2.jpg.

AdvCiv still deletes 28 workers (and doesn't win as quickly because tech costs are higher). The changes I've made seem to be working as intended, but the benefits in terms of saved workers aren't that great. I guess the AI would have to produce some more Transports for civilian purposes (
UNITAI_SETTLER_SEA).
Anyway, never deleting a worker may well be suboptimal on this map. If 20 more are deleted than necessary, then the wasted production is equivalent to the cost of the Pentagon – not
such a big deal. Note that the screenshots show the civ with the highest number of deleted workers in the game; most delete only a few (also in BtS and K-Mod). My improvements should also help the AI on less exotic maps. One small change I've added to my
list of bugfixes that other mods could adopt.