Haha I always love reading your play throughs clanky!
You have found some interesting things in there.
The units and borders thing:
Yes I know I have missed a few, I have fixed some in my files (like the great spy and merchant)
Eyebots was one I missed. Some animals too probably, I think I forgot that some are weaker than 6 (which is the level for them leaving)
It was basically a really quick code addition that a friend gave me, to help me avoid the suicidal AI. But like most things it needs more refinement beyond my skill. (like you say being able to enter enemy borders for one.) But judging by your final statement, it has stopped the suicidal tendency, which was the goal!
Improvements Cost:
Yeah this was in response to everyone whinging that they were too rich to be living in a post apocalyptic world, so this time I figured I would make everyone hurt.
The fun thing is this is the ONLY time I have seen inflation actually at work in a civ game, so I am sure we are going to have some real fun with that, looking into civics affecting it and things.
Commerce and Tiles:
Starting in paradise (high and low map tiles) making money is a problem, logging teams make money from trees (these might be too expensive though right now) I think ruins make money straight away (but can't find those in paradise) and I think a lot of bonuses provide a small bonus to commerce too before being improved. One of the earliest income buildings is the Office (Mayor and Overseer) I was thinking about the idea of making some more 'basic tier' improvements taht connect up improvements on the cheap but provide no tile benefits, and the benefits have to be squeezed out from the towns buildings. I may also have to see about making some more early commerce buildings, like the gathering hut adding some commerce to that or whatever.
Eventually I want everyone starting in a more 'wasteland' area, and then paradise is something to try and 'get to' rather than being a starting location.
Factions deaths:
Did you start a map, quit to main menu, then start another new game? If not that is why they died, it is a glitch in the map script that we hadn't been able to solve.. basically first game doesn't put the factions on a vault, so they die eventually and easily as they do not found a city.
Text colour:
the problem is not the text, but the 'glow' in the background... this seems to be handled in like a million different ways for each screen, so I fix it for one and it does nothing for the others and the fix is not the same for each.. with the tech screen, at one point I wrote up what to do with it, but I think I deleted it from the OP... doh. Basically you need to choose the right setting for it in the Bug options, and that gets rid of the 'glow' on the splash screen (the quotes fall out of the window which is another issue which I have yet to be able to get fixed, no matter what I have tried it always goes wrong in one way or another...) but for others, like the greatest screen, I have yet to find a way to get rid of the glow. (at one point I spent months faffing with this.....)
Silent Leaders:
The 'Silent' Leaders is a bit of a worry, I do not know what has happened with those... did you do some work to their texts, or just the pedia entries? It looks like those TXT_ strings may have been 'emptied' as otherwise it would say TXT_X, or perhaps the TXT_ strings have been deleted, I just don't know, it is something we will need to take a look at and see if we can find a reason for it.
Audio quotes:
I haven't even bothered doing anything with these yet, as I plan to record all the quotes and then add them, for now they just have whatever random quote they had when I copied them!
Out of curiosity what game difficulty were you playing, Noble? I am also glad the ai declared war on you, this gives me hope for the future of my 'squabbling' game play before the conquest era.
Also did you remove the maintenance cost for robots?
I have generally found that 'beelining' for a particular later tech is a bad idea, it is better to evenly develop the early tree as they provide you with lots of little bonuses that gets your first town on a more solid footing which then makes you ready for those new techs and buildings.
I tend to play my games on longer speeds, I am not sure how much things are affected on fast speed, but you seem to get to the same place as me in the same number of turns on my longer speed games... which interesting.
You have found some interesting things in there.
The units and borders thing:
Yes I know I have missed a few, I have fixed some in my files (like the great spy and merchant)
Eyebots was one I missed. Some animals too probably, I think I forgot that some are weaker than 6 (which is the level for them leaving)
It was basically a really quick code addition that a friend gave me, to help me avoid the suicidal AI. But like most things it needs more refinement beyond my skill. (like you say being able to enter enemy borders for one.) But judging by your final statement, it has stopped the suicidal tendency, which was the goal!
Improvements Cost:
Yeah this was in response to everyone whinging that they were too rich to be living in a post apocalyptic world, so this time I figured I would make everyone hurt.

Commerce and Tiles:
Starting in paradise (high and low map tiles) making money is a problem, logging teams make money from trees (these might be too expensive though right now) I think ruins make money straight away (but can't find those in paradise) and I think a lot of bonuses provide a small bonus to commerce too before being improved. One of the earliest income buildings is the Office (Mayor and Overseer) I was thinking about the idea of making some more 'basic tier' improvements taht connect up improvements on the cheap but provide no tile benefits, and the benefits have to be squeezed out from the towns buildings. I may also have to see about making some more early commerce buildings, like the gathering hut adding some commerce to that or whatever.
Eventually I want everyone starting in a more 'wasteland' area, and then paradise is something to try and 'get to' rather than being a starting location.
Factions deaths:
Did you start a map, quit to main menu, then start another new game? If not that is why they died, it is a glitch in the map script that we hadn't been able to solve.. basically first game doesn't put the factions on a vault, so they die eventually and easily as they do not found a city.
Text colour:
the problem is not the text, but the 'glow' in the background... this seems to be handled in like a million different ways for each screen, so I fix it for one and it does nothing for the others and the fix is not the same for each.. with the tech screen, at one point I wrote up what to do with it, but I think I deleted it from the OP... doh. Basically you need to choose the right setting for it in the Bug options, and that gets rid of the 'glow' on the splash screen (the quotes fall out of the window which is another issue which I have yet to be able to get fixed, no matter what I have tried it always goes wrong in one way or another...) but for others, like the greatest screen, I have yet to find a way to get rid of the glow. (at one point I spent months faffing with this.....)
Silent Leaders:
The 'Silent' Leaders is a bit of a worry, I do not know what has happened with those... did you do some work to their texts, or just the pedia entries? It looks like those TXT_ strings may have been 'emptied' as otherwise it would say TXT_X, or perhaps the TXT_ strings have been deleted, I just don't know, it is something we will need to take a look at and see if we can find a reason for it.
Audio quotes:
I haven't even bothered doing anything with these yet, as I plan to record all the quotes and then add them, for now they just have whatever random quote they had when I copied them!

Out of curiosity what game difficulty were you playing, Noble? I am also glad the ai declared war on you, this gives me hope for the future of my 'squabbling' game play before the conquest era.
Also did you remove the maintenance cost for robots?
I have generally found that 'beelining' for a particular later tech is a bad idea, it is better to evenly develop the early tree as they provide you with lots of little bonuses that gets your first town on a more solid footing which then makes you ready for those new techs and buildings.
I tend to play my games on longer speeds, I am not sure how much things are affected on fast speed, but you seem to get to the same place as me in the same number of turns on my longer speed games... which interesting.