In the later ages the AI uses nuclear weapons often. But i watched that the AI repairs the modernisation very quick but she mostly doesn't remove the fallout, why?
I think it's because there are no Flavor ratings on Build actions. There ARE Flavors on Improvements, but the vanilla game doesn't set any of these. So the AI is picking worker actions effectively at random with weightings based on yields; it SHOULD prioritize it as repair resource improvement > clear fallout > build resource improvement > repair normal improvement > build normal improvement. But it doesn't.
I'll see what I can do to fix this. One possibility that I've toyed with is to give, say, all Infantry units the ability to clean fallout and repair improvements. This'd give them a real use in an era where highly mobile armor units dominate warfare, and as their only build actions they'd give the fallout cleanup a higher priority than your normal workers. I've actually started this process already: all Secondhand land units (the city-state resourceless variant units) have the ability to repair improvements, because city-states in later eras have too much of a problem keeping workers alive. (This was put in a long time ago.)
Due to your mod i think buildings in the later ages become very important (they give large bonuses) but when i conquered main cities of an enemy in these cities there are only a few building (not even the start-given buildings). Is the AI not constructing these or are they deleted by conquered the city.
The capture percentages are the same as for older buildings: 66% for most, 75% for financial buildings, 100% for world wonders, 0% for culture buildings, defensive buildings, and national wonders. If a city has changed hands a few times then it'll lose a lot of these quickly.
Now, it's possible that you just got really unlucky. Or, it could be that the AI never built that city up much; certain AIs are more prone to this than others. Greece tends to heavily develop cities, while the Aztecs rarely do. It'll also depend on the geography; AIs that border on multiple nations tend to always be in at least one war, so their cities will be churning out units and they'll have no time for buildings. But an isolated island empire will be cranking up the infrastructure.
Some city become very huge population, also puppets of the AI. Isn't it better for the gameplay of the AI to annex these large cities or this unable to mod?
It WOULD be better to annex them. I'm not sure why they don't, and I'm not sure if I can change that. A lot of the AI behavior isn't easily modifiable.
If i switched to the strategic view (F10) some units doesn't have a symbol,s o you don't see them.
This mod is not compatible with Strategic View, Quick Combat, and certain map types. The disclaimers for these are in the original post. The incompatibility with strategic view is a function of the combat events, though; I don't know why icons wouldn't show up in strategic view. I'll look into that tonight, since I'm hoping the devs will eventually add a more robust combat event that doesn't have that limitation.
Does the AI really know that the colony pod is a settler because i saw some in AI main cities (and not on the way to free land)
It SHOULD know; the Colony Pod does have the standard Settler AI (and no other AI types), so if it's not sending them out, presumably it'd do the same with a normal Settler. Now, because the unit does have a Combat rating, the AI might be using it as a garrison unit, which might override the standard AIs. But I just don't know. Frankly, the Colony Pod was mainly put in there in preparation for some scenario games; I don't really intend it to be heavily used in a normal game, as by the time it unlocks you'll generally have settled the world.
In my opinion some wonders are to overpowerd (until now i manage to build them myself): the cloudbase academy , the planetary energy grid and the singularity inductor.
What do you think is overpowered about these?
The Planetary Energy Grid is admittedly on the strong side, and I've been considering ways to tone it down a bit, but it's not really THAT strong; its +10% only modifies each city's base income, so it'll generally add maybe 5 gold for the larger cities and go down from there. It's far more valuable to large empires than small ones, which'd rather have the Merchant Exchange.
The Cloudbase Academy to me has seemed UNDERpowered: +4 range, when every unit has 16-20 range, isn't that useful, and interceptions happen so rarely that the two interception bonuses don't trigger often. I had to add the universal 5 XP (which the Maritime Control Center and Xenoempathy Dome also get) just to make it worth building. And it comes so late in the game; by the time you build it, you're almost unlocking Orbital units which have infinite range and don't intercept. In fact, I'd put the Maritime Control Center as being more valuable, as it comes BEFORE the final naval units and does something similar it its own unit types.
The Singularity Inductor is one of the three final Wonders in the game; it, the Dream Twister, and the Manifold Harmonics are all T23. It's supposed to be really strong, because the game's supposed to be over by that point.
Last i don't know how the nessus worm works. I take one to an enemy city but he can't interact with it (it was not a capital).
The reason for this is simple: it's a Sea unit.
"Huh?" you say? You see, to get the all-terrain promotion working (the one that allows certain units to move across both land and sea) the only solution that actually worked was to make the units be SEA units, and then give them the ability to move freely across land; the converse didn't work. So, the four all-terrain units (Vertol, Nessus Worm, Former, Gravship) are thought by the game to be Sea units that have had their terrain limitations removed. Not Naval units, note; Sea domain, but Armor/Titan combat class. This has a few quirks, like how as sea units they get extra XP from the Harbor/Seaport and less from the Barracks/Arsenal/Military Base, and can only be built in coastal cities. Somewhat annoying, but still manageable.
This also means that it uses the standard naval unit UI settings; since every naval unit has a ranged attack and no melee ability, the game will never bother with the normal combat results UI. Right-clicking should work just fine, though; you won't get the combat odds display, but it should still execute the combat correctly. I know this works for attacking units in the field.
If right-clicking on the city doesn't start a combat, then that could be a problem. I'll look into that tonight. It might also be that the game really does think of them as naval units, and since there are certain things you can't do with naval units (like capture cities) it's not letting you do the same with the Nessus.
edit: can you set the influence of an AI-player if he is defeated to 0, because it happend that a dead player has become allied with an city-state (alexander with full patronat tree)
I can, but I won't. That example is exactly why it shouldn't; if Alexander has allied with everyone, and killing him militarily would suddenly make all of his allies switch to other people, then it'd be too easy to win a diplomatic victory simply by conquering a few of the more active opponents. It'd make domination wins meaningless, because before you conquered every civ you'd long since have gained every city-state at minimal cost. In the current setup, you still have to put in the effort yourself to make allies. Also, this is a player-vs-AI issue; if you knew that conquering him fully would free up his allies, you'd change your behavior, but the AI wouldn't; an AI would take the generous peace offer to leave his last few cities alone. Big advantage for the player, and I can't have that.
In fact, I'm thinking of rebalancing the bribes again, to make them even LESS cost-efficient, so that it's nearly impossible to go from zero to Ally in a single bribe. I want missions and unit gifts to be the primary source of Influence, so that you can't just automatically turn an economic windfall (like the Golden Ages common to the post-spaceship period) into a diplomatic win. Think about it; gifting a 1000gp unit gives +4 influence, but giving the city-state 1000 gold gives you 100+?