@gandalf51
It's not possible to make rivers trade routes. I lowered the maintenance of lighthouses in a recent beta build.
@Sneaks
If it's just an AI concern I can deal with that separately. It's very difficult to balance start locations without delaying or removing the river gold.
Graphical modifications are somewhat of a low priority for me.. and I don't want to tread on other people's work (there's been 2 trading post mods).
You're understanding the buff to Knights correctly. Their cost and strength are the same as longswords, so the main difference between the two is tech accessibility. Since knights are considered underpowered it's something I want to try out. The same reason applies to the Cavalry buff (no longer requires Economics).
Something that's been discussed is buffing the strength of Knights, but I hesitate doing that because strength balance is a very fragile thing. Just a few strength points one way or another can significantly alter combat odds. Something I've been considering though is an open-terrain bonus...
Arabia has the same gold income as before if average city size is 8

. My average city pop is always bigger than this so it's a buff for my games as Harun. I could lower this equilibrium level if you'd like... I didn't want to overdo it because the bazaar is buffed (35%

from 25%) and camels were buffed (+15%

and Chivalry tech is more accessible).
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I came to post about the Knights/Cavalry topic in fact... if people have a chance, please try a beeline to those to see if it's feasible. I want to see if going for these is no longer an underpowered strategy (as they were in vanilla). In .15 they're about as easy/hard to get as their footsoldier counterparts... both require 2 classical techs and 2 medieval techs. Knights are still somewhat weaker because they're hard-countered by pikes and Civil Service is cheaper than Metal Casting, but not by much. If necessary I could give them some sort of combat boost.