@Cruiser76: If peaceful and small means that you take the land surrounding your capital and never start a war, then it sounds like a pentathlete competing only in three events, the missing events being combat tactics and er... recognizing opportunities for war. OK, I guess you get attacked and prevail (up to a point), so there is combat. Still, it would seem unfair to award victory to someone who "just sat there" – unless they managed their economy exceptionally well or something. I guess, to win, a small civ should have a responsibility to intervene in time against AI rivals that are growing too big. Maybe not feasible on large maps, or for another reason?
Random thought: The difficulty-based tech cost increases in the mod help war mongers in a similar way as Epic speed does. That should only be a significant factor on Emperor+ though.
@Lanstro: Thanks for the detailed reply. Tech pace – makes sense, just an outlier and I wouldn't want every game to have the same tech pace.I also expect that the bug had affected trades between AI civs; though, as far as I can tell, it had existed already in K-Mod. But it seems easily possible that v0.97 changed
something to explain the more uniform tech progress.Sounds like it's the most that one can get out of that idea.
Early warfare: I've never really tested teams of 3. I've run a game on AI Auto Play now with your settings. One war before AD 1. I like there to be at least one (without a human player having to start it); doesn't feel like Civ when there is no warfare in antiquity. All in all, this one game looked OK in terms of warfare for a watery map like this. Perhaps my tests with 2-player teams had had too few teams. 5 teams of 2 are still just 5 independent actors when it comes to declarations of war. (And when a war does happen, then it's always a big one.)
Whoa.ZaraY and MMusa both have only 90% no-war probability at Pleased. Which, of course, still shouldn't make them trigger-happy. Part of their peacefulness comes from having a small military, but that shouldn't be an issue when outnumbering another team on some landmass (or when a third team member provides the manpower). On that note, I would imagine the distribution of teams among landmasses to be a major factor in those games. In the team games I've watched, the AI didn't seem to be quick to take advantage of that; in a human team, I would probably always (advocate to) go after players that are separated from their teammates.
Is it harder to get to Pleased AI attitude in team games? Or do they routinely attack despite being Pleased? Kind of hard to say who
is Pleased in a team game. Let's say their members have relations values (+4, +4, +2). That gets rounded to +3 on average and mapped to Cautious as the team attitude. At Cautious, MMusa and ZaraY have just 50% no-war probability. Let's say Suleiman is also on the team, then the vector is (50, 50, 70), average 56. Might be better to feed per-player attitude into the no-war prob table. That would result in (90, 90, 70) in the example if Suleiman has the +2 relations value. (No need to compute an average probability either; my war evaluation code is at the level of players and the war utility values get averaged in the end.)
@kaltruhe: Thanks. There should be no fundamental obstacle. I don't have Varietas Delectat (VD) at hand as a standalone mod, so, looking at a diff between Kat Mod (K-Mod + BAT) and K-Mod, Kat Mod adds some .fpk files, some folders under Art (Effects, GreatPeople, LeaderHeads, Movies, Structures, Terrain, Units). There's a modified XML\Misc\Civ4EffectInfos.xml in Kat Mod; not sure if that's part of VD. Two LSystem files in XML\Buildings and XML\Units\Civ4FormationInfos.xml probably are VD-related. All that stuff is just drag and drop.
XML files that probably need to be merged (because both mods have modified them):
• Units\Civ4UnitInfos.xml: some UnitMeshGroup elements
• Civilizations\Civ4CivilizationInfos.xml: assignment of the new art styles
• Art\Civ4ArtDefines_Unit.xml: a bunch of scale changes
If you or anyone gets it to work, perhaps we can come up with instructions for players who want to do the same thing.

Doesn't look like I can make the procedure easier through changes in AdvCiv. Those VD XML changes would cause problems without the rest of VD. Of course a VD-AdvCiv merge could also be uploaded as its own mod; I just wouldn't want to have to keep it up to date.