@dreamyeyed et al.: Thanks for the bug reports. The last one (blockades) was easy to fix. The game needs to delete the Inca units before killing the Inca player. Because, unlike BtS, the mod doesn't keep dead civs at war, and at-war status is needed for lifting blockades. Hopefully, this fix won't break something else; on paper, it looks safe, and it works for your savegame. (For a momentary workaround, you could destroy the Inca ships before capturing the last Inca city.)
Canceled trade: This used to happen much more commonly in previous versions of the mod. I'm aware of one open issue that could be responsible:
[...] when offering to renegotiate a resource deal, the AI sometimes accepts the same deal as before if it has lost access to another resource in between turns.
But it could also easily be some inconsistency that I'm not aware of. To check, I'd need a savegame right before the AI cancels the deal.
Too many Prophets: This bugfix of mine
Bugfixes: [...]
Great Person birth modifiers from buildings (e.g. National Epic) had not affected birth probabilities. As a result, the birth probabilities displayed by AdvCiv were sometimes way off. [advc.001c]
Discussion
is missing a division by 100, meaning that National Epic currently affects birth probabilities 100 times more than it should. I'll fix that, but I'm not sure if it can explain the increased incidence of Prophet births. Perhaps through a numeric overflow.
Buddhism not getting founded: I can't make sense of this. There's also no "first to found Meditation" message in the replay. I suppose the first discoverer must've gotten the tech in some unusual way, but events are disabled, goody huts look correct, the Barbarians didn't discover Meditation ... If you had given someone Meditation through the WorldBuilder before the bug occurred, I'm sure you would've mentioned that. The cheat shortcut Shift+T would not cause a religion to be founded, but really can't be activated by accident as it requires Debug mode and opens a menu. I've added an assertion that should alert me if someone discovers Meditation or Polytheism without founding a religion, but I kind of doubt that it'll happen on AI Auto Play; hasn't happened so far.
@keldath: Thanks for letting me know. The second missing semicolon is due to me not bothering to compile release builds most of the time. Not sure about the first. The failed assertion is a known issue, probably quite harmless, and I probably won't fix it.
I'll add the bugfixes to the v0.97b branch and upload that version as soon as I can find the time. Hopefully it'll fix the Great Prophet issue.
I've been making some progress on reining in unbalanced starting positions. I've implemented the algorithm I had in mind and it looks promising; hopefully just needs some more tweaking and testing.
Another update: AI is willing to train and escort a settler with a special unit (national unit with no impassables) in order to reach a settlement site that other units cannot reach. This is pretty cool. When I saw it start building the special unit I knew it recognized and was able to solve the problem.
If the settler can reach a site and most other units can't, then I assume that those other units have an impassable type that the settler doesn't have. Which would mean that they can't join the settler's group – regardless of where the settler is headed. Maybe I'm missing something here; sounds like it's working well, i.e. not like settler are stuck all the time.