As others pointed out in the bug and features threads, the AI is much more aggressive in this modmod than usual. From what I've seen in my games, there are some things that aren't working very well under these circumstances. For reference, I'm playing on Emperor. Almost every AI is looking for war, regardless of their position. Plenty of land goes unsettled and it's not unusual that at a given time, every AI is at war with at least one other civ. AIs often cripple themselves going for war too early. Fists start going up in turn 20-30, then they're building mainly warriors and severely handicap their research and expansion. They then entrench themselves for a long time without much progress on either side. If an AI is somehow left out of the warring (rare, but happens), they easily leave everyone else in the dust in expansion and tech. Because of all the warring, all AIs constantly ask the player to cancel deals or declare war, even if the player already is at war with someone else. I've had games where I've become someone's worst enemy due to cumulative -6 from these requests; they hated me more for refusing than the civ they were at war with in the first place! With the whole world at war for most of the game, the player either needs to choose sides in every conflict (and consequently, declare war on half the world) or find themselves without trading partners and lots of future enemies quickly. Since the player starts with less power than the AIs, they usually seem to be the preferred target. Even building nothing but a worker and warriors, it's often impossible to avoid getting into a war in the first 60 turns or so. If the player wins the early war and manages to avoid getting drawn into the rest of the world's conflicts, the game is usually an easy win. Because the AIs all cripple themselves and each other, it's possible to get 5-10 times (!) their GNP and run away with tech. It's just a choice of how to win at that point, if you can go to war with iron against warriors or mithril against axes the game is over. From my point of view, the biggest balance issue is the AIs sacrificing their development too much in order to go to war. It's sort of a prisoner's dilemma - out of 2 AIs, if one builds up for war and the other doesn't, the warrior is obviously going to profit. However, with 3 AIs where 2 build up and fight against each other, they both lose against the 3rd who will eventually overrun both with superior units. Would it be possible to teach the AI the concept of a defensive war? For example, if an AI finds itself with enough land to expand peacefully but they have a threatening neighbor, they could try to fortify their position and build troops mostly for defense, while trying to build up a tech or production advantage. If an AI could manage to defend itself expending less military effort than the attacker (they already can) and then not immediately waste their advantage in a silly counter attack (they love this), they might be able to break the 200-turn stalemate that seems to happen very often in current games. I find the constant "help us against our enemies" harassment pretty annoying, too. The AIs don't seem do it to each other (at least the don't get diplo modifiers for it) so the player ends up with a -3 to -6 with pretty much everyone, or has to get involved in all the world's wars. Perhaps it would help to only have the AI ask for help if the player isn't already at war? Alternatively, maybe put a limit on the diplo modifiers or have them decay faster? Or simply reduce the likelihood of asking to half or 1/3 of what it currently is?