Thanks for looking at it karadoc.
As always, great mod. Trying a new leader and strategy and being lax in my play actually managed to make me lose (or have what was going to be long, hard-to-come-back-from game, at any rate) on Prince difficulty. That hasn't happened in quite a while.
I really look forward to K-Mod one day becoming a modding base that other experienced modders use to merge really good AI with really fun gameplay alterations. I know I already said that once, but darn, this is a really good AI rework and it keeps getting better. The recent "they'll give you a better deal sometimes if they're the one attempting to get you to trade" thing is a wonderful change that has made tech trading much less strictly formulaic than it was before. I haven't tried the new governor production/whipping AI yet but might do so in a game in the near future - it sounds very good to have as an option, particular when my empire is just getting way too big (since I can actually PLAY on Huge now without AI turn times becoming so obscenely long!)
There are still some aspects of the flow of the human player's turn that I'd like to see improved. Unit cycling being able to be more "logical" rather than so jumpy is one example. I like automatic unit cycling in general (especially with the super fast cycling change you implemented, Kara), but I hate it when I'm trying to do a war or something and I double click my units to select the group ... aaaaand the game auto-cycles to a worker somewhere. It's mentally jarring and often leads to me automating workers when I shouldn't, purely out of frustration and a desire to keep my focus on the "military stuff" while that "part" of my turn is going on. Pretty much, I wish I could tell the auto-cycling thing to view my turn as having "phases," so that it would only cycle to military units first and wait until I'm totally done with them before moving on to workers and settlers and executives and the like.
I also wish the Military unit UI was a bit better for situations in which units are stacked (the default method of displaying a huge row of tiny, TINY icons gets disorienting with large stacks of units). I think I would like a UI mod that somehow condensed the icons for units in the same tile into "piles" of like units (a pile of macemen, a pile of longbows) that were seperated from one another by some visual space. And once a unit was out of moves or ordered to Skip its turn, displace it slightly from the rest of the pile and fade its icon slightly. I dunno, something like that would help make war a lot less mentally overloading for me.
I'd also -really- like there to be an instant hotkey press to Wake all military units that are in the same tile as the unit I've got selected - WITHOUT having to group up the entire set of units to do so. That would save me so much time and headache when I want to wake up a bunch of units that had been asleep but DON'T want to force them all into one big stack (and then end up erasing the previous, smaller unit stacking that I had done deliberately earlier, once I click to break the big group I just made).
Also, if the brief hitch of graphical lag that happens when I first select a unit could be avoided (gets really noticeable lategame with a lot of units) that would be amazing as well. I'm not sure what even causes that - is it just the game trying to load the unit's graphic and sounds? If so, surely there must be some way I can neutralize that anyway?
...Wow, didn't intend for this to turn into a suggestion-box post, but I guess I ended up thinking out loud. Food for thought for Karadoc and any other interested modders who have been following K-Mod, I suppose. :O