Only for Vanilla, patch 1.61
Included mods:
Fachy's Realistic Religions, (#1 religious mod of all times
)
TheLopez Enhanced Culture Coquest,
TheLopez Enhanced Tech Conquest,
TheLopez Pirates,
Jeckel JUnitReligion,
jdog5000 TechCost, &
Misc. changes (read below)
Note: Not all merged mods are at their latest update
Download here
The real reason I'm posting this composite mod is a bit hypocretical: I couldn't merge several excellent mods together due to my poor python skills, so I'm offering this bundle which caused no errors in hope that I'll make someone enthusiastic to simiarly merge these mods together with the ones I merged my mod with, whether for Vanilla or WarLords:
Revolution by jdog5000
Mercenaries by TheLopez
Training Barracks by RogerBacon
Raze City by 12monkeys
And, although I didn't try merging it, Inquisition by TheLopez
It would seem there's ALWAYS an error when I try to merge one of them to the current compilation (python wise), and I don't know why
It's also disappointing that someone like TheLopez or jdog5000 have not piled all his mods into one big compilation, when they should've worked together to even merge their mods into one big fantastic one!
I also added some misc simple modifications for realistic purposes. For example: you can have unlimited # of spies (why just 3?), you can hurry by gold using Fasciesm, Enviromentalism causes you to lose money, Organized trait saves 2/3 (to balance it) and to balance the spiritual trait, I made changing any civic = 5 turns of anarchy and changing religion = 10, except for spiritual trait. Also cavalries cannot be upgraded to hellicopters anymore
But most importantly you'll start @ 4000(00) BC, moving at at rate of 10(00) years per turn for the first increment, using marathon. This is designed specially to resemble a 4xNormal speed, while not being too boring. And healing now occurs at a 1%/turn (exclusively inside a city, unless they have medic promotions), because I believe "damaged" unit means "some soldiers are dead", and so the slow healing stimulates the slow training of newly-joining soldiers with the leftover from the maintenance money; since you don't pay 1gold for, say, 100 soldiers anymore, but rather for 30. So with the remaining 0.7gold you can train new ones till the group grows to have 100 soldiers again
Of course, if you don't like any of the modifications you can simply delete/restore its xml file from the mod. For example, the speed & anarchy ones are in CIV4GameSpeedInfo.xml & GlobalDefines.xml, healing one is in GlobalDefines.xml & Civ4PromitionInfos.xml, and so on..
Included mods:
Fachy's Realistic Religions, (#1 religious mod of all times

TheLopez Enhanced Culture Coquest,
TheLopez Enhanced Tech Conquest,
TheLopez Pirates,
Jeckel JUnitReligion,
jdog5000 TechCost, &
Misc. changes (read below)
Note: Not all merged mods are at their latest update
Download here
The real reason I'm posting this composite mod is a bit hypocretical: I couldn't merge several excellent mods together due to my poor python skills, so I'm offering this bundle which caused no errors in hope that I'll make someone enthusiastic to simiarly merge these mods together with the ones I merged my mod with, whether for Vanilla or WarLords:
Revolution by jdog5000
Mercenaries by TheLopez
Training Barracks by RogerBacon
Raze City by 12monkeys
And, although I didn't try merging it, Inquisition by TheLopez
It would seem there's ALWAYS an error when I try to merge one of them to the current compilation (python wise), and I don't know why

I also added some misc simple modifications for realistic purposes. For example: you can have unlimited # of spies (why just 3?), you can hurry by gold using Fasciesm, Enviromentalism causes you to lose money, Organized trait saves 2/3 (to balance it) and to balance the spiritual trait, I made changing any civic = 5 turns of anarchy and changing religion = 10, except for spiritual trait. Also cavalries cannot be upgraded to hellicopters anymore

But most importantly you'll start @ 4000(00) BC, moving at at rate of 10(00) years per turn for the first increment, using marathon. This is designed specially to resemble a 4xNormal speed, while not being too boring. And healing now occurs at a 1%/turn (exclusively inside a city, unless they have medic promotions), because I believe "damaged" unit means "some soldiers are dead", and so the slow healing stimulates the slow training of newly-joining soldiers with the leftover from the maintenance money; since you don't pay 1gold for, say, 100 soldiers anymore, but rather for 30. So with the remaining 0.7gold you can train new ones till the group grows to have 100 soldiers again
Of course, if you don't like any of the modifications you can simply delete/restore its xml file from the mod. For example, the speed & anarchy ones are in CIV4GameSpeedInfo.xml & GlobalDefines.xml, healing one is in GlobalDefines.xml & Civ4PromitionInfos.xml, and so on..