UPDATE
I've had a few days off and have worked a lot on this mod. However, I've made some changes as well. The civs have been reduced to 16 for the first version; this was partly to make it easier to complete (so that you guys will be able to play it!!) and partly due to the limit on the number of buildings in the editor. Some of the civs in this 16 are new (sorry that I haven't canvassed opinion, but I decided to go with how I felt myself in order to speed up production).
Here's some new guys, representing the Norse, Egypt, Harappa and the Qin:
The civs are now:
MidEast culture: Axum, Egypt, Harappa, Israel, Persia
Roman culture: Florentine Republic, Rome
European culture: Anglo-Saxons, Coritani, Eire, Huns, Iceni, Norse
Greek culture: Athens, Sparta
Chinese culture: Qin
These are the 16 civilizations for the first version of the mod. Don't forget that Anno Domini is being designed as mod ruleset, which can be redone with 16 completely new civs. As I've said before, I fully intend to bring out various versions, with different sets of civs - so just because they're not all there now doesn't mean that they won't be in the future.
I've decided to take the mod up to around 1500 and so the tech tree has changed - era four being the most affected. Some of the former early techs from this era can now be found at the end of era three. Here's the work-in-progress; plantations, printing press and compass are prerequisites of New World - I've not drawn the arrows in yet. There are some buildings and wonders to add yet:
One thing that some people will be pleased about is the work on the text side of the game. All 16 civs have a working diplomacy text (with much borrowed from the first version!) Actually, I've just been tweaking the Harappan one:
Civilopedia-wise, every single building has a full civilopedia entry - including correct description of its effects and some text giving some background into it. I intend to have a full civilopedia entry for all the techs - I've actually completed this for all but 20 of the techs.
I made a Persian minimap guardian (my first foray into minimap graphics):
So, I guess the next question is how far am I in terms of making this and when can you play it? With a bit of luck, Easter. I'd say I need a couple of good weekends to round everything off. I actually haven't put in any flavour units yet - but that's only a day's work for me. I don't intend to have a full civilopedia entry for techs that are made up on purpose to allow access to research others (eg Florentine culture allowing access to Landscaping) and there won't be civilopedia entries for units such as "Iceni bronze age spearman."
The framework for the game is all there, it's working out quite nicely, to be honest. Each civ has at least one flavour tech in each era, which leads to unique buildings. The Florentine Republic (which I sorted out last night) has the "House of Medici" GW in era one (with Patronage) : this gives a free bazaar in every city. They get a trading post improvement in era two, which basically allows air trade (though of course, that's not mentioned in the civilopedia). The end of era three sees the Medici Bank come into operation, paying for all trade installations, whilst Landscaping can be researched in era four, allowing the Boboli gardens - four happy people locally and one in every other city. Instead of the tax collector, the Florentine Republic gets the merchant, who is twice as effective and their replacement for the scientist is the Patron, who gives one tax as well as the three science.
One question I have is about resources. I have 32 in the mod, which I understand is the limit. Only 3 of these are bonus resources - because I've a lot of little flavour buildings which require access to most of these (formally bonus, now strategic) resources. Incidentally, all of these have the correct coloured civilopedia icon - I've made sure of that

. I really would like to add a handful more. What if I make the first 32 all luxury or strategic resources and have about 6 bonus resources in slots 33-38? Would there be consequences?
Anyway, please feel free to comment on the update. I promise you that despite taking away some civs (for now), it's a very positive move and the mod is much better for it

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