Thanks for all the feedback, everyone.
@Sir 37mm: Thanks for posting the game; I'll look at it.
@Jatta Pake: Please post your game as well: I can't seem to track down this persistent CTD (I've had it in my own games, too), so anyone who's having one, please post your game so I can figure it out (very frustrating, as past versions of HephMod have always been pretty stable!).
@Jaybe: Thanks for all your comments. Let me see if I can address some of them:
Naval interception is best accomplished by having ships out in the open sea as spotters -- I usually try to build a web of such ships around key areas of coastline so that you can keep watch on the open seas. I may scale back the naval movement increases, as several people seem to be frustrated with this, but they will remain at least x1.5 vanilla movement rates. Facetiously or not, I feel that vanilla speeds nerf the utility of naval forces until quite late.
The AI LOVES to draft and draft and draft -- this has been a problem that I've noticed as well. I may reduce the unhappiness caused by drafting to 2 rather than 3, though at the moment, sadly, Inquisition unhappiness uses the conscript unhappiness function (and -3 is where I want it for Inquisitions, because it makes you choose more short term unhappiness over more long term unhappiness).
Free Religion: yes and no. Free Religion gives you +10% science, +1 happiness per non-state religion, and, though no tooltip or civilopedia entry will tell you this, when you have no state religion you get the global commerce benefits of EACH religion in the city. Considering that in HephMod these benefits are substantial, Free Religion is a lot more powerful than it appears on the surface (this is probably one of those things you'd like to see better documented

). In terms of happiness, it depends on how pluralistic your society is: a city with organized religion will get +1 happiness for having its state religion and -2 unhappiness for each non-state religion, while a city with free religion will essentially get -1 happiness per religion in the city, so a city with organized religion with the state religion and two non-state religions would have -3 unhappiness, while the same city under free religion would have the same unhappiness, but get the science bonus and the global commerce benefits of all three religions. Under organized religion, a city without the state religion but with a non-state religion would get -2 unhappiness, while the same city under free religion would get -1. So it very much depends on your circumstances.
Inflation rates: this was an oversight, now fixed (well, now fixed for me, will be fixed for you in the next update, in which I hope also to address the emergent civ Champion issue); forest preserve keystroke will be updated as well. I missed a few things in the transition to 3.17.
Civs imploding: this is part of the revolution mod's functionality, and finding the right balance so that you will see new civs emerge from computer players but so the AI isn't a pushover because of constant internal dissent is a consistent challenge. I nerfed the revolution index (the accumulation of points that determines the likelihood of a revolution) for the computer by 2/3, and I think the balance is pretty good at the moment. If you'd like to nerf it more, go to the config file and find the numbers for RevIndex and change where it says .33 to whatever percent you feel would work better.
Um ... I think that covers the major issues. Oh, yes, relative naval strengths will be changed, too -- thank you for your educated suggestions in this area.