@Timsup2nothin I would call that disproportionate impact and not really a problem, actual weighting towards attacking, not making peace, or other things is what i'm thining about by anti player bias. For example in an indirect sense humans are more likely targets than AIs at high levels because our power levels will always be potential targets for all AIs for much of the game, but more worrying and direct is the annoying tendency to make trades like wheat for iron between each other , never seen this behaviour explained either... You might be suprised by the level of detail that can be found on this forum. The biggest issue is filtering out the junk, especially when 'AI' is too short for a search term . But I did find this, some code diving and testing, and this a demonstration set up to prove that AIs do not see resources before getting the required tech. By relaxed fog of war rules I mean that AI are said to be able to see as far as their movement (other things are also claimed like city positions, potential city sites), basically they do cheat but its not worldbuilderlike. Think about it, if it was worldbuilderlike it would mean AIs would meet every single rival civ instantly as the game starts! I think the most accurate interpretation of how it works is that the AI can see through fog for certain purposes such as target finding, and this fits well with the easily testable barb galley 7 tile 'sight' rule on entering borders for pillaging. Discussion was in this thread, most useful stuff on page 3 Regarding production/research boosts, free starting units etc, etc, this can be found in the CIV4HandicapInfo.xml, or more conveniently layed out on the forum (page 74 of this). The free lump sum hammers on settling AI cities is easiest tested in WB but is in the globaldefines.xml f you want to change it.