That's good to hear. And it's good that changes are working as intended1/30 Report:
Well I can say I'm glad I tried it. IMO, HUGE strides have been made in alleviating some of the problems that I routinely encountered in the earlier builds. I still believe that there is probably a need for some further tweaking, but I have to admit that I was very favorably impressed in the near two games I played out with 1/30.

From looking at the minimap it appears that Mehmed and Isabella are best-buddies. He's basically put nearly his ENTIRE army where he feels the most hostility. I guess he has about 10 cities, so that's only 5 units per city (plus 1-2 normal garrisons) so maybe 7 units per city. That's not a huge army and would be costing him probably only 5% of his GNP, while somewhat expensive in terms of hammers the fact is there isn't really that much to build and the AI is fairly efficient about building up infrastructure quickly - over the course of a game it's really not much to train 7 units per city. So while it's a big SoD I wouldn't call it evidence of overspam.1) Some of the AIs are still perhaps overbuilding units. The attached screenshot is from my first game. The Ottomans had almost 50 units stacked in a nearby border city (including over 30 Catapults and Trebs which had been converted to Cannon by the time of the screenshot). To me, that is still too many for that time in the game. It takes a LOT of hammers to build that huge force and it literally sat there until the Modern Age when it was converted into Artillery. That is a huge expense to be sitting on that long. I hestitate to want to see it totally changed but perhaps redistributing it a bit so its not all sitting in one huge stack? In my second game, there have been a lot more smaller wars which generally has kept the SODs reined in a bit. I havent seen stacks bigger than 12 or so in that game and it feels pretty 'correct'.
Yeah no kidding. The entire war-motivation thing needs a major overhaul. It's not going to happen in 1.0, for now the logic will remain "I attack you because I hate you".2) Sometimes the AIs dont know when to call it quits in a war.
FYIW in my first Warlords (2.00) game under similar settings I launched in about 2048 - tech pace can be pretty slow sometimes. It is worth noting that commerce is somewhat undervalued in the 1/30 build so the AI's are getting less commerce than they should be (that also extends to getting more hammers and thus completing infrastructure sooner and spamming units sooner which means more money tied up in expenses...).3) The building of much larger number of units is slowing tech progression down to the point where no one even got close to launching the Space Ship by game's end. I think 2 Civs had built the Casings and one was working on Thrusters by 2050. At some point, I think the AIs need to release that enough units is enough and focus on teching them rather than adding to them (new types such as aircraft notwithstanding).
Overall:
Like I said above, I'm actually very favorably impressed. The AIs certainly played a much 'tighter' game in this build. The biggest complaint (early wars of extermination by massed units) seems to be corrected. I think with a few more tweaks and bug fixes, this AI is pretty close realizing what I believe were the original goals for BetterAI. I think it still might be a bit too militaristic (not necessarily warlike, but arms racing), but its feeling like its moving in the right direction towards more balanced play again.
Great job on the latest build!
You're welcome. Balance is always at the forefront of my mind. But understand that a few builds back I had written a COMPLETELY new system for allocating defenders (and attackers for that matter) smartly and a lot of supporting code had to be changed to work with it and then more tweaking had to be done etc etc (the AI is a verrrry complex system it's no co-incidence that so few have risen to the challenge). With an ambitious feature always comes some kinks to work out.... so I'm saying I never lost sight of the goals, but actually just side effects of ambitious changes - and not unexpected side effects (there has to be some bad builds to make the really good builds possible...).
I'm happy enough with it's performance over all that I don't plan to add any new major features for 1.00 - the focus will be on some fine-tuning, this means the next builds will just keep getting better, but it also does mean that for now the AI will keep it's current "fundamental" limitations in diplomacy, war-making and so on.