Very nice, with all my changes UEM 2.6 AI plays mutch better and can conserve gold correctly and is ahead of me in research currently. Much harder to keep up with the AI now.
Change list:
Regular_CIV4BuildingInfo.xml
I changed Community Discussions to:
<!-- Special properties -->
<iAsset>1</iAsset>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>20</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<iConquestProb>15</iConquestProb>
<iHurryCostModifier>100</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<!-- Properties diffusion -->
Also i increased the AIweight in community discussion from 20 to 80.
\Assets\XML\GlobalDefines.xml
Then you have to change this form 40 to <iDefineIntVal>10</iDefineIntVal> to make this work (Then the AI is able to handle gold correctly and still builds enouth citys, AI is increasing there gold reserves also slowly now):
<!-- Size Matters Most end -->
<!-- AI Gold Slider Safety Percent begin -->
<!-- This is the BASE amount of slider allocation required towards gold that the AI feels comfortable with -->
<!-- It noteworthily affects how much tolerance the AI has where it feels ready to grow -->
<!-- Reduce to make the AI more sensitive to gold concerns and increase for more reckless behavior -->
<!-- This may be rather interesting to convert to an AI personality matter or at least give a personality based modifier eventually -->
<!-- Original Value was set to 50 - I've adjusted to 40.-->
<Define>
<DefineName>SAFE_GOLD_PERCENT</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
Also the new scenario option balancing is helping the AI. UEM 2.6 is good for a long game now, only problem what may come in later is the -gold from early crimes, i can provide a fix if that still makes problems. Deity + Eternity game speed works very good now, marathon also.