Here are a couple of mods that people may be interested in using.
One is the mod I've made to correct some balance issues with CEP. I tried to make it modular (meaning where the components are separate) so that it's easy to just remove things you don't like and keep the things that you do like. Also easy to just change it to what you want. If you like CEP but have a few issues with the balance of the mod, then check that one out. Most of the things in there will probably never make it into the core mod. There are just too many things to list on what it does. I have a hard time going back to just CEP without that mod though.
The other one is an AI mod for CEP. I've been working on trying to get the AI to make smarter choices in what it builds. The AI has a tendency to build way too many units and not infrastructure. They build so many that it bankrupts their economy and drains their science heavily. This is a first attempt at correcting that. This mod is compatible with CEP and with my own mod of CEP too. The load order for the mods is: CEP mods first, then the AI mod, then the modmod for CEP. If you use just CEP and the AI mod, then the AI will know about core CEP things. If you use both the AI mod and the modmod, then the AI will know about the new features. For example, in the core of CEP Denmark has Jelling Stones. The AI mod has flavors for the AI to properly build the building. In the mod of the mod, Jelling Stones are removed and replaced with a Viking Longship and that mod instructs the AI how to use the ship. So, it'll work either way.
We are actually attempting to merge this AI mod with the core CEP mod so we really need some testers to tell us what is good and what needs work about it. I've done some testing on my own with it but having some more eyes looking at it would help. Right now, it's a separate mod so that it can be easily tested.
Please let me know what you think about both mods, particularly the AI one since that will be more central to everyone's experiences.
P.S. To test the AI mod, you'll have to use the tuner in the SDK to switch over to AIs and see how they are managing their cities.
Update: Modified the mod to fix a small bug in some of the tech costs.
One is the mod I've made to correct some balance issues with CEP. I tried to make it modular (meaning where the components are separate) so that it's easy to just remove things you don't like and keep the things that you do like. Also easy to just change it to what you want. If you like CEP but have a few issues with the balance of the mod, then check that one out. Most of the things in there will probably never make it into the core mod. There are just too many things to list on what it does. I have a hard time going back to just CEP without that mod though.
The other one is an AI mod for CEP. I've been working on trying to get the AI to make smarter choices in what it builds. The AI has a tendency to build way too many units and not infrastructure. They build so many that it bankrupts their economy and drains their science heavily. This is a first attempt at correcting that. This mod is compatible with CEP and with my own mod of CEP too. The load order for the mods is: CEP mods first, then the AI mod, then the modmod for CEP. If you use just CEP and the AI mod, then the AI will know about core CEP things. If you use both the AI mod and the modmod, then the AI will know about the new features. For example, in the core of CEP Denmark has Jelling Stones. The AI mod has flavors for the AI to properly build the building. In the mod of the mod, Jelling Stones are removed and replaced with a Viking Longship and that mod instructs the AI how to use the ship. So, it'll work either way.
We are actually attempting to merge this AI mod with the core CEP mod so we really need some testers to tell us what is good and what needs work about it. I've done some testing on my own with it but having some more eyes looking at it would help. Right now, it's a separate mod so that it can be easily tested.
Please let me know what you think about both mods, particularly the AI one since that will be more central to everyone's experiences.
P.S. To test the AI mod, you'll have to use the tuner in the SDK to switch over to AIs and see how they are managing their cities.
Update: Modified the mod to fix a small bug in some of the tech costs.