This mod sounds great, despite me having not played it yet (keeps crashing.)
I have tried playing Germany five times and even tried playing as England once to see if switching to Germany later when they spawn would work, but I still get the same result. Just as the map has finished loading and the game starts to simulate the AI's turns, the game blacks out and returns to my screensaver, just as the rest of my HUD has started loading.
I tried that "HidePythonExceptions=0" thing, but nothing pops-up, so I'm assuming it only happens if there is a problem during the game rather than before it's even started? Anyway, here is the "Problem Signature" if it at all helps:
Nonetheless here are some adjustments that would be pretty cool:
1) Playing as Italy from the 600AD start - Wouldn't it be possible to just force an Italian respawn if you select this option?
2) Very minor I know, but having the full list of Spawn/Respawn dates for the Civilizations in the Civilopedia would be very convenient.
3) I don't know if this is already implemented, but giving the European colonial powers varying levels of reduced distance-to-palace maintenance depending on the sizes of their historical empires would promote larger colonial empires. Namely England, then closely followed by Spain/France, then Portugal and ultimately Germany etc...
4) I also think that in order to accurately portray the age of discovery, the Civilization that discovers Astronomy first (or in Portugal's case, Optics) should have the African coastlines etc instantly unveiled, maybe a naval transport or two instantly built and possibly a golden age. The decision to make Portugal only require Optics was merely to increase the likelyhood of the real Portuguese age of Discovery happening, but I suppose having Carracks as your unique unit to boot awell could be pushing it abit, and making Optics a more crucial tech from Portugal's POV would be just as good.
5) Instead of Embassies, early in the game you should build Trading Posts instead. These "Trading Posts" could only be established on another civ's coastal city by a Foreign Merchant (basically a company executive who instead of building a corporation in the target civ, builds a "
insert_your_civ_name_here Trading Post" in the City, plus a Trading Post for the Designated Civ in one of your Coastal Cities) thus providing a very significant commerce boost from the get go and allow the trading of resources and gold exclusively (no tech trading or more diplomatic things such as asking them to declare war etc until after a certain tech or date when full blown Embassies become available.) What would make this even more interesting is if the Powers had to compete to build these Trading Posts with each other through some way or other. Maybe by making their a maximum of three Trading Post slots per civ, but giving other civ's the ability to destroy rival Trade Posts during a time of war by approaching this coastal city with one of their ship's and clicking a "Destroy Trade Post" button (thus promting the defense of such cities during war.) I'm aware that this would require quite abit of modding however

Plus, you would also have to make trade be considered more important amongst the European civ's, but I don't think any civ truly values trade on this game at the moment anyway.
Also I'd like to apologize for all of my suggestions being associated with the European Civ's, as I know your current focus is on the Middle East
