So, I did some changes to try to fix things. I moved aggression back up again, so wars happen again. Some settling issues have been made a little better so that they're less likely to stay stuck at only a few cities. In addition I did some small tuning tweaks here and there on yield preferences and diplomacy.
Here's what I have so far if anyone would like to test it out in real games, I have to do most testing in AI only games myself because of how long real games take. Some real game feedback would be awesome if anyone is willing to try. This is not really a full fledged release yet though, so there may be issues.
Edit: nvm, removed link for now. Found a major issue
So far my impression is that while some of the bigger problems that started appearing over time are made a little better, this version isn't as good as v10 was when it was released. They do sometimes take over entire civs again (though not as often), usually have decent expansion rates and have decent tech rates, unit counts and victory times. But a couple of things have gotten plain worse, the causes of which I haven't been able to diagnose (and it's likely outside of what I can touch). Main ones being:
- Settle spot evaluation seems to have changed in a way that makes forward settling more likely.
- They frequently ignore cities in sieges again, instead taking ages to clean the units up. Except of course when they should focus on the units first.
- Max unit limit on operations no longer functioning, which often makes them run 20 units along with a settler instead of attacking something with them. An example:
. Of course as is typical, despite this massive escort, none of the units are actually directly guarding the settler.
- Barb scouts now seem to capture civilians regardless of the barb homeland tactical moves (this used to be how you could change whether they would). This really hurts some AIs early game and barb settlers are everywhere