I do have one quick comment...
Spies in this mod are INSANELY powerful! Seriously... I had spy problems constantly through my last game.
There is one reason for this: For some reason, the natural "Cannot have enemy spies within your borders" passive spy ability has either been removed, or doesn't work. In addition, it is almost impossible to catch spies, even with 10~40:1 espionage ratios! As a result, I had 2 or 3 espionage missions EVERY TURN destroying farms, mines, buildings, and sabotaging research.
There were only 2 civs. So I would like to announce the following bugs:
Passive Espionage ability: "Prevent Foreign Spies" (The most expensive of the Passive abilities) is either broken, or not implemented.
Espionage multiplication abilities (Increasing the cost, the higher the Espionage ratios) is either broken, not implemented, or massively reduced.
Caught spies are not killed (I think). I had total visibility over Germanies cities, but I almost never saw them buy new spies, even though, at thier height, they would lose *2* spies each turn!! (3 missions, one would succeed, and 2 would fail)
Other than that, it was a fun game. Space Race victory in 2020 ... I built the Manhatten Project, hoping to have global warming destroy the world, but that apparently has also been removed quite significantly

I owned
5 Shrines at the end of the game (Mesoamerican (Captured from Carthage), Buddhist (Captured from Celts), Zoroasterian (Captured from Germany), That Hammer religion (Captured from the Persians, 5 turns from the end), and Hinduism (Bought for peace, this city changed hands from Ghandi, to Persia (who became India's master), to Sumeria, and then to me

)