I should clarify something on an earlier post. I'm trying not to sound dismissive of your feedback, just pointing out the thought process I went through when setting these things up in the first place. It's not like there can't be multiple solutions to each problem, and maybe the one I picked wasn't the best option.
Take the transparency issue on starts. As I said, one of the main reasons I don't want players to see their starting position is that it'd be too easy to always pick the Focus that gives an extra bonus to those certain resources you see near your starting position. Right now, the pattern for yield-boosting Foci generally goes:
Shrine: +1, and +1 for each of two resources
Church: add another +2 (meaning a base of +3), and +1 for two more resources (for a total of 4).
Cathedral: add +1 Happiness instead of increasing the base again, and add +1 to yields for another two resources (for a total of 6).
Basilica: another +2 (meaning a base of +5), and some big bonus.
This mainly applies to Fertility, Crafts, Wealth, and Art, but similar assumptions were responsible for the progression of Animals, Plants, Beauty, and Water as well.
Now, one easy solution would be to just remove most, if not all, resource-specific yield boosts from level 1. So maybe it now goes
Shrine: +2
Church: another +1 (base of +3), and +1 for three resources
Cathedral: +1 Happiness, +1 yield for another three resources (total of 6)
Basilica: another +2 to yield, etc.
Since you can't get to level 2 until the end of the Ancient Era anyway, it's not nearly as abuseable, so it wouldn't matter so much whether the player could see what was near his starting area. Also, the amount of time between unlocking level 2 and level 3 is much smaller than the time between 1 and 2, so it wouldn't matter quite so much which resources were placed at 2 and which at 3.
This has a few minor implementation issues (how do you do this for Animals, which didn't have a base yield?) and some non-negligible balance issues (would people who pick a Fertility or Crafts god as their central deity have TOO fast of a start with a consistent +2?), but it's still workable. And it'd allow me to do exactly what you said, making the window semi-transparent so that you can see your starting area. I could even change the timing such that you can close the startup window (ending that inane introductory speech) before picking your pantheon, but that might take a bit more work.
So does the merging actually work to cut the promotion cap?
It's looking like the answer is "no". In this last version I added two promotions and removed six, and as you noticed it looks like it got worse instead of better. So it's looking like it'll only help if the promotions I remove are those that I added myself, although I'm going to try again to see if I can force it to use the now-empty IDs.
Another thing ive noticed is that Disease and Venom are extremley simular in effect, and that the anti myth being split into 2 promotions isnt really good for this issue
Actually, anti-Myth is split into 4. Hero (+50%, plus other effects), AM1 (+10%), AM2 (+25%), and Crusader (+10% and other effects). The thing is, I think I really need a bit of granularity; besides the possible Aztec promotion-upgrading thing I mentioned before, I've got two national wonders (Inquisition and Crusades) that give AM2 and Crusader to all non-Myth units, respectively, so if I were to try to merge things together it'd cause too many overlap issues where a unit would already have a promotion from another source (like an Event) when a new source (like a wonder) tried to give it again.
Now, I could do it anyway and just replace those Wonders' effects with Lua-driven effects, even though those effects won't be nearly as useful for the AI. For instance, maybe instead of giving a +10% promotion, the Crusades triggered a Lua function where any units with anti-Myth abilities automatically deal +1 damage to all Myth units, while the Inquisition makes it so that any unit of yours that attacks a Myth unit automatically lowers the Myth unit's strength down to your level. Since neither of those would require a custom promotion, it'd allow me to trim the promotion list a bit without compromising my effects.
I have a lot of things like this I can tweak; for instance, right now Battle Favor is multiplied by 1.0 if both units are mundane, +0.5 if the attacker is a Myth or Hero, +0.5 if the defender is a Myth or Hero. Maybe the Crusades could simply make it such that you now get the +0.5 regardless of Myth/Hero status; no practical effect on the combat, but you'd gain much more Favor. Or maybe you'd now gain something (culture, gold, science, whatever) every time you killed a Myth unit.
Disease and Venom are supposed to be the "slow" vs. "fast" versions of DoT effects. I intend to make use of this distinction in the Empires mod once I get to that; if the Black Death hits and all of your units suddenly come down with diseases, it'll matter to you which of these two it is. Now, it'd be possible for me to merge these into one and use Lua to govern exactly how powerful the effect is; similarly, I could merge the three Balance promotions into one and use some sort of Lua check to determine the thresholds involved.
So basically, yes, I could merge some of the above, but it wouldn't gain enough to allow me to have Mythology work with Ascension. I'd much rather have the variation in those effects, instead of having all those redundant promotions in the core game, but if I can't remove things from the core game to help with this, there's not much point in cutting too far back here. In the meantime, I've got a few other promotions in Base that can be moved to Ascension and/or Mythology, or just replaced entirely by Lua, so I should be able to trim things down enough that the next version won't conflict with DLCs.
Could you possibly change some bonuses to effects from policies?
No. Unfortunately, there's no way to make a cost-free Policy. You know about the "hidden" policies I have to give various bonuses, but it was essential that there always be exactly one and only one of these turned on at a time. To turn MYTHOLOGY_1 on, I have to turn _0 off. To remove all mythology bonuses, I have to enable POLICY_BASE. And so on down the line. This makes it VERY hard to add any sort of adjustable building-driven bonuses; I could use these policies to add yields or Happiness to specific buildings (which is exactly how I do the negative-happiness buildings in the Ascension mod), but I can do that already.