Some feedback on SVN r664 (completely new copy of the svn, cache cleared):
1. Still seeing major AI route bug issues in the game. Have had enemy horse and tank units rampaging all over my territory by using my transport network. Seeing this with both ancient tech roads such as Paved and modern ones such as Railroad and Electric RR. Just abandoned a game as it got too irritating to deal with anymore, we're talking tanks moving 5+ tiles across mountain ranges to snipe workers and pillage in the backline areas, moving across tundra forests to attack cites and so on.
2. Movement animations at times appear... weird for lack of a better word. They can be jerky and non-animated when executing previously set movement orders, they just go from tile to tile without doing the usual walk animations. Normal commands where you manually tell a unit to move somewhere work fine, it's only the pre-ordered actions that are triggered that appear strange to me. It's hard to describe really, hopefully this is clear enough. Last SVN rev I played was fine in this aspect - that was back in the 620 - 630s era several months ago. I wonder if this has anything to do with how the map seems to "flash" at times, where for a brief moment units disappear and then reappear right after. Another odd thing I've noticed since the last revision I've played, the old revs never did that.
3. Loving the new tech tree changes on a content level, however there appears to be some visual glitches in the tech tree itself when it comes to pre-req arrows and what leads to what. It's hard to tell at first glance sometimes what a tech requires going by the chart itself. Techs I've noticed the lines/arrows issues on (may be others that have issues as well, this is just where I noticed them):
Seafaring, Scriptures, Iron Working, Mounted Archery, Sacrifice, Masonry, Elephant Riding
Some of the techs in later eras have lines that go thru certain techs but don't require them. Forgot to write down the exact ones I noticed this happening on but here's a basic example:
Tech 1 -> Tech 2 -> Tech 3 -> Tech 4
So you click on Tech 4 and it'll select techs 1, 2, and 4 but skip 3 as it isn't required. Happens with vertical lines in the tree as well where the lines pass thru techs but don't require them. This isn't a problem as such but it is a visual mismatch and can be confusing when you're trying to plan out your research in the huge tech tree we have.
4. On the barbarian issues that have been brought up, I do agree that they can spawn in large numbers, but what I've seen is that they spawn large amounts of settled barb cities. Actual wandering units/attackers are very very rare in my games. They settle down too quickly for me, I'm seeing cities when in vanilla civ you'll be defending your borders from the incoming pillagers. Animal units are spawning fine (maybe even too many), but human barb units that go for your land/cities aren't seen all that often. Perhaps an aspect of the mod that is too aggressive on the "settle city" vs "send attackers" ratios for barbs.
5. Map signs are completely broken for me. That is hand placed by me and the signs that are placed denoting names for natural map features such as lakes, mountains, bays and so on. The appear for a turn or two, but shortly thereafter they'll just vanish. This is highly irritating as I use signs to note things on the map all the time, especially new city sites or attack targets for future wars. They do sometimes appear (briefly) on save game load, some issue related to the new dynamic Great Wall feature (which I love in theory) perhaps as that also only changes on save game load.
6. News on the create colony issues I was having awhile back on a previous rev. Good news is that I've seen the "create colony" popup actually appear for the first time ever since using this mod so at least I know that it is possible to create them in this mod - that was in doubt for me before now. Bad news is that it eventually went away never to be seen again in that game.
Is there some hidden limit on growth/culture/tech/population/infrastructure/SOMETHING for island cities to be considered as potential colony sites? That's the only thing I can think of as the pop-up appeared when the cities were fairly low pop and weak. I didn't set them free right away as I wanted to build them up so they'd be useful. That's when I noticed the option disappear, when they'd gotten fairly good in terms of pop and internal city development. I even used WB to set all the cities to 1 pop and 1 culture, but it had no effect at all. I did go back to an earlier save and the pop up is there when they're still somewhat advanced and then it goes away. I can post both saves with the working/non-working pop-ups if you want them.
All for now, thanks for all the work on this mod.