hello there friend,
first, i really appreciate you playing the mod and taking the time to write a feedback.
over the years, the thing that lack me the most was feedback from players, so when i do get, i implement and listen carefully.
i will address the items you described:
restriction of the number of world wonders - i thought it was indeed nice - took the idea fron history rewritten
finance - something i worked on and reworked many times, probably still more to do.
siege weapons more authentic - released a few versions to it, more to do in terms of ai, but i think its not bad - need more angles on what to balance with it.
zone of control - aka super forts - not my mod of course but i liked the idea of it.
way combat influences cultural borders - influence driven war - love it - its a very old mod,
increase the variety of civics. - one of the things i worked on the most in this mod. im very pleased with the structure but much to balance there.
differentiate religions by having their buildings provide different bonuses - here i didnt put that much thought, i just added mostly for variety.
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I personally dislike the idea of improving civ by just throwing in more "unique" civs, units, and buildings.
i haven't done so much aside from 5 unique units to each and some religion restrictions. what do you think should be done?
-- religions than slots on the religion panel - thats a bug - once upon a time it was ok - although i think advc added an option to play with the display of icons in the bug menu.
--I also wonder if the AI can deal with the zones of control as normally -> that is a good question the mod uses code i didnt write. usually i didnt play with this option on for years so possible that the ai has some issues.
AI declares war in ADVCIV - that is advc originated - i used version 1.01 - f1rpo released 4 new version after this that handle issues found with ai war .
i hope to merge it soon.
-- The fact that there isn't any documentation just makes it all more obtuse. -> yes i agree with that, its my weaknesses part, if i had indeed start a new mod i would have documented it better.
but due to very low mod time , i did what i could and focused on modding. all these years, i worked on the mod mostly alone. f1rpo helped me with a billion issues though.
My final judgement is that I think you need to start from scratch. Split the mod into all its components and make sure each component is complete and integrated into the base game.Then, one by one, put them back together into a cohesive whole leaving out the incomplete elements. Then document it (at least very roughly). At that point have a stable complete, integrated version of the mod and experimental versions where you try out new features.
i wanted and started to work on a civil mod scenario - and progressed but, life....
i love civ4 moddding but i cant work on it much for the time being.
all i can is to improve doto here and there along with advc civ.
when i did play some Doto - i didnt turned on most of my game options, just several - somehow i like the core of advciv
