Just finished my second game of DyP. It kinda burned out by the Industrial Ages, and I think I know why. It was the AI's production.
I played builder style to get used to the mod. The AI gets extremely weak after the middle ages, where it is at its peak. The AI apparently doesn't go crazy with the production type buildings like I did.
The issue is that the modern military units are very expensive. The AI focuses on making its army before production, but it progresses slowly because it has low production anyway.
Apparently, all of the new productive buildings are in DyP because you are now forced to irrigate grassland. However, you can't take full advantage of hills or forests until you get railroads or the 2nd sea improvement, forgot its name. This really restricts production, and you can see its impact in the middle ages.
However, I took advantage of the high trade and rushed built all of the necessary productive buildings after hitting economics. The AI doesn't do this. As a result, I went from the 3rd place civ to controlling half of the world in 2 or 3 dozen turns. They just couldn't keep up with me!
I would suggest making the productive buildings cheaper and the bonuses higher. I mean, just look at the guild hall! Or the skyscraper. Or the mill and wind mill. Or the slave market. Then the factory and coal plant. With low production, you are forced to rush this stuff, but the AI doesn't. The translates into a tremendoes late game edge.
Also, while combat is balanced early on, "super units" hurt the game a bit. I fought 1 AI with only 3 dragoons against about 20 of mine. As I said earlier, stuff is too expensive!
Tech progression is perfect in regent. You actually are in the industrial ages at about its real time. However, the increased cost of stuff makes it difficult to take advantage of it. The game plays a little more smoothly in monarch+ because the AI shares techs liberally. In regent, I was using armor and infantry before Germany discovered knights!
As for buildings, I like the idea of the obelisk and cultural buildings, although cultural victory becomes too easy to get. I do not like the idea of a maintenence free temple that requires no resources and only needs 10 production. Ahhhhh!!! The barbarian rider should be 3/3/2. An attack of 4 is too steep.
Government types are screwed up. I have to be honest. Egalitarisnism, needed for Democracy, is too important. I mean, you even get some military support and police benefits in Democracy!
Workers work far too slowly in Despotism and too quickly in Democracy. Social Democracy is ok because it comes late in the game. But I don't think some government types should be so freakishly better than others. Despotism is horrible, and the AI isn't bright enough to get out of it sometimes. The government types need re-evaluating.
Now, as for leaders.... I recently read in a thread that a Firaxis guy said that additional heroic epics (that you can get in a mod) do NOT stack benefits in making new leaders. If this is true, you should change many of the wonders you have. I think some of the leader making wonders should go obsolete and correspond to the era. Heroic Epic for ancient, and National Monument (I think) for modern. Too many leader wonders.
And there is no way the AI would be bright enough to use disbandable leaders. That simply would not work. I would just recommend leaders be for making armies only. With production tightly capped and improvements overpriced, leaders would become too much of a factor, mainly because the AI doesn't know how to use them properly.
DyP is great for half of the game, but it screws up later on. I guess that is ok, because its is then just like the real game!

Modern units have too many hps and the combat is too predictable with 12/3/3 Cavalry. It is also too long. Cheaper units, buildings, wonders, would help the mod a lot. Silly units like the Dragoon and Cavalry should be looked at again. DyP really helps naval combat a lot, I like that. Overall, it was a satisfying game. Keep it up!
