Rob, if given the right resources and help, have you thought about doing something similar focusing on the period from the Fall of the Roman Empire through to the Renaissance era (i.e what most might call a 'medieval mod').
I only ask as I have seen numerous quality civs appearing across the New Civilizations section in the recent months.
Probably not, though I wouldn't rule it out. Every new civ that comes out is scrutinised for "stuff to use" even if it's not belonging to the era, so you may see plenty of UAs that are used in an ancient context and some of the tie-in ideas for UUs and UBs - the point is that many of the Medieval civs have been reused.
I have thought of extending Anno Domini into the early Medieval period. I think you were around in the Civ 3 Anno Domini days and will remember that I had Lorenzo di Medici as one of the leaders. I'm not sure if that would be right for the mod, but people are running out of techs to research, so maybe extending the Anno Domini period slightly and introducing a Dark Ages era may be a good plan. Please let me know if you think it is. If so, I would be able to introduce a handful more civs (and you're right, there's a few that are just out of the current scope that would be great). Please let me know what you think.
@Unedijis - thanks again for the invaluable feedback. The Kamarupa were introduced at a point when I was merely adding civs to the game and probably not paying as much heed to synergy for the civ as I do now. I've revamped some of the civs but will revisit Kamarupa. As for Penthesilia, that lady needs to get her priorities right! I'll have a look and see what I can change.
UPDATE:
DARK AGES/EARLY MEDIEVAL: PLEASE LET ME KNOW YOUR THOUGHTS
The more I think about it, the more I like it. I've been shying away from it to keep the scope of the mod to what I felt was right. However, in a strange kind of way, adding more work to the mod could make life a bit easier and put me on track for completing it (though as modders will tell you, your work is NEVER complete).
Here's my thoughts:
01. It would ABSOLUTELY solve one of the bigger headaches with modding the game, namely getting the Great Writers/Great Artists/Great Musicians right. The writers could stay the same and the musicians can still be used as philosophers/disciples unable to be added to buildings for tourism but as touring parties generating tourism/empire points on a specific civ and Great Artists would be able to be used as Great Artists which would be fab. They wouldn't be able to be added until nearer the end of the game, but that's okay, as I could bump up the number of great writer slots and have the Great Artists boosting world wonders.
02. As ww2commander stated, there are some fabulous civs that have been created that are just out of Anno Domini's range. Some I won't use as I've used their benefits elsewhere, but will now be able to use their UB/UU graphics for generic items. Others I may not use as they're a later era version of a civ I already have. So welcome aboard the Ayyubids, Khmer, Tibet, Tuscany, Anglo-Saxons, Franks, Iceland, Khazars, Novgorod and Nri (potentially). Also to be used graphics-wise could be the Landsneckht, Pikeman, Castle, Belfort, Jousting grounds and more. Additionally, I could add some more city states.
03. The other big headache with modding the game is sorting out a scientific victory. I'm thinking of using some sort of trade mechanism here, i.e. building trade wagons to go to the capital instead of spaceship parts. I could build into the game some of the earlier shops generating some sort of resource that could be used to construct these merchants.
04. One thing I won't do is make this a world-wide based mod. There'll already be over 100 civs in it and I want to keep the scope and focus right.
Please let me know what you think. It may be that I've already got the focus right and that by extending the mod, I'm only creating a bit more of the same. I'd be really interested in some opinions (and not just "do more" with no real reason why).