I have to say I am REALLY looking forward to playing this mod!
Well, so am I. Seriously, I've been working on this thing pretty much non-stop for the last two months (well, I do stop to go to work, eat, sleep, etc.), and I have yet to play more than 2 turns of any game of it. I'm completely guessing on things like Favor generation rates, and it's going to take a serious number of playthroughs to get all of the religious buildings balanced correctly, but I haven't actually PLAYED any of it yet. Obviously, I enjoy the coding and design bits, so it's not a total waste of time. (I mean, I do play Minecraft for pretty much the same reasons.) But I'd like to actually play one game though; normally I'd do that before posting any mod files, but in this case even a nonfunctional mod would still be useful to get feedback on, since you can look through the XML files and Civilopedia to see what the various Foci, Buildings, and Units do. (Granted, the Foci and Buildings have been posted in this thread for a while now. But there's a big difference between seeing a quick summary and being able to look through the actual stats.)
What's probably going to happen is this:
v0.01 will come out tonight; it'll be very crude, but playable enough to get feedback. Some of you will download it, and in a day or two a few of you might even tell me what you thought, but it's not even close to being ready for general release. While you're doing that, I'll be making even more changes, filling in a lot of the missing bits mentioned above, and so on.
v0.02 will come out in a few days. Even if any of you give feedback before then, it probably won't be integrated into this version, because I'm still kind of on autopilot. This'll be sort of a minimum-level playability pass, fixing a couple of the most obvious problems and then just fleshing out a whole lot of the rest (adding Help text to every unit, adding information to the Mandala screen, adding a few more types of Events to provide some variety, and so on.)
v0.03 will most likely be next weekend, or early in the following week. This'll include fixing any major imbalances people have found or incorporating easy design changes people have suggested, so it'll probably be the first version that can really be called "fun".
Over the next month, I'll probably go through a half-dozen versions or so; I went through 25 official versions of the AC mod (and a couple emergency half-versions) before calling it 1.0, with five of them posting in one 14-day period, but there I was adding content as I went. In this case the content is pretty much all there at the start and just needs tweaking, and I'm not guessing blindly on balance as much as I was back then. (Also, the fact that I'm shamelessly copying quite a bit of the Lua internals from my previous work means that there won't be nearly as many game-breaking "learning experiences" this time around.)
By the end of November, it should be playable and balanced enough that I'll bump it up to v.1.00 and call it a Beta instead of an Alpha. I'm not going to do any custom unit models (unless someone wants to do them for me...) until this point, but aesthetics aren't nearly as important as playability. There might be a few more versions before Christmas, but nothing major.
Once v.1.00 is ready, I'm planning to post all four mods to the in-game browser and hope for the best. I've avoided the browser for various reasons, but there's no question it'd have more people playing. When my thread was over in Modpacks I'd average ~100 downloads per week. Here, in this side forum, I've had less than 100 in over three weeks. That's just not enough to get good feedback, so I don't really have much choice.
In the new year, I'll switch over to unit graphics, trying to add the remaining custom models to the Ascension mod as well as importing as many fantasy unit models as I can for the various Myth units. Now, this doesn't mean I'll be completely ignoring the other content mods for the next two months; in the process of creating the Myth mod I've found quite a few ways to improve the other mods. For instance, take the tech stealing mechanism in my previous mod; one of the things I can easily add is a timer, to where the chance of stealing a tech depends on how many turns it's been since the last one you stole. Likewise, I've created a bunch of unit abilities that could be added to future-era units; the "Trample" ability, for instance, damages any enemy units adjacent to your target for 1 point, but reduces your attack strength by 10% for each unit harmed this way. That sort of thing would be good for the Nessus Worm, so I plan to go back and tweak a lot of the old units.
So don't be surprised to see new versions of the Ascension and Empires mods in the next couple months; nothing major will be changed, but lots of little bits will be altered.