If you want to test gameplay with cities, you better use the Preview version:
https://github.com/Gedemon/Civ6-GCO/releases/tag/v0.2-preview
Quick answers anyway:
- units should not spawn in occupied villages, looks like a bug
- slave workers only collect resources, you need builders to build improvements
- AI don't even try to create Settler/Cities in the current code
For the other points, I don't even know of those interact with the current version of the mode, I've not looking at that yet.
ATM I'm coding the framework for inter-culture "Relations", and inter-civilizations "Interests".
"Relations" being the way to calculate how an ethnicity will interact with a Civilization (including its own), for Stability/Loyalty mechanisms.
For example, a preview the current mod's Table ("Happiness" being not coded yet)
"Interests" as in "
Nations have no permanent friends or allies, they only have permanent interests" is the value that will be used for Diplomacy evaluation between Civilizations.
As you can see in the table above, that value will also affect inter-culture relations.
Potential Interests Table (only "Pillaged Villages" is coded yet, for testing the framework, and that one may better fit "Relations", I'll see if I can code an "Occupying Village" modifier instead)
I plan to also add values to represent "Power" and "Trust" (nothing coded here)
I've also started to work on the UI feedback for inter-culture relations (basically "smiley FontIcons" based on the current calculated value, Civ5 style IIRC the source), I'll need to make a new Diplomacy panel, maybe based on the CS panel, I'll see.
- The Kish population is very angry as I've pillaged the village in the North twice, there is also the negative "Foreigners" modifier, and there was no positive modifier to counter that (they are the highest population in my central village from forced immigration, not affecting relation ATM)
- The Tokharoi are happy, we're "Brother in Arms" (triggered when an ethnicity is >10% in any unit) since the start of that game, which counter the "Foreigner" modifier.
- The Indian are very happy, that's the "Nationalist" relation modifier effect (and there is no lack of "Needs", aka "Happiness" coded at this point that could counter-balance it)
- The Akkadian are neutral, they are controlled by the Barbarians, and even if I pillaged two of their villages some turns ago (there is a decay applied), we're since "Brother in Arms" when I had the Swordsmen as Mercenaries, and I didn't use it to attack their other units (which would trigger the "Killing Brothers" negative modifier)
- Independents are angry, as a result of the "Foreigner" modifier. I may remove that modifier for that case, IMO independents should be mostly neutral, while Separatists (not coded yet) will have a bigger negative modifier.