I tried a couple of unmodified BNW openings. What I noticed is that the AI is more likely to expand rapidly than in this mod and so can build up a more rapid escalation in capacity.
So the difference in this mod is not so much about combat, but how quickly the AI expands early. The theory is that combat is a function of capacity to build up an army, which is a function of economic capacity.
EDIT:
In this mod there are four different controls of happiness!
Which happiness line is the one(s) need(s) to change for the sake of a less tentative opening game AI?
Changing
Code:
UPDATE HandicapInfos SET HappinessDefault = 9;
Code:
UPDATE HandicapInfos SET HappinessDefault = 12 WHERE Type = 'HANDICAP_AI_DEFAULT';
would help opening game AI without really impacting later on. (This is the control for the flat constant, the others are percentage modifiers to population and/or number of cities)
To avoid the mod changing human level handicaps on Warlord & below:
Code:
UPDATE HandicapInfos SET NumCitiesUnhappinessMod = 100;
UPDATE HandicapInfos SET PopulationUnhappinessMod = 100;
UPDATE HandicapInfos SET PolicyPercent = 100;
UPDATE HandicapInfos SET ResearchPercent = 100;
Edit: That happiness bonus helped the AI so much that to keep the AI from snowballing out of control on Immortal I've changed
Code:
UPDATE HandicapInfos SET AIPerEraModifier = -7 WHERE Type = 'HANDICAP_IMMORTAL';
Code:
UPDATE HandicapInfos SET AIPerEraModifier = -6 WHERE Type = 'HANDICAP_IMMORTAL';
Deity's will also need reduced.