I've just uploaded version 1.06.
There aren't really any new AI features, but there are lots of bug fixes which will probably help the AI.
As I mentioned in a previous post, I've added a new UI option called
rapid unit cycling. (Which is in the "BUG" options, even though it isn't actually part of the BUG mod.) When this option is enabled, the game does not wait for units to move before switching to the next unit. This isn't necessarily a good thing - because often you'll want to watch the outcome of your action. For this reason,
rapid unit cycling is turned off by default. But I know there are some players who like to play super-fast, and so I hope this new option will be appreciated.
Are there any known side effects of the AI speed fix yet? I'm holding off on including the speed fix in my mod until I'm confident there are no side effects (of considerable pain to to the player).
The AI will not be identical to how it was before the change. In particular; when the AI splits up a group, the units that get split off will be moved last (instead of some other ordering that depends on the situation). So... that's a side effect, but I don't think anyone would notice that. I don't know of any other side effects.
Personally, and this is a personal choice of someone who plays at the emperor level with k mod

, I'd like to see the ai get like 10% less research bonus, and like a 10-15% non wonder production bonus, even a higher amount of units in its city garrisons (it seems to keep 4 or 5 units max in a city not directly next to someone they were at war with , 7 or 8 units total would be better imo) . Even with #1 gnp i lose massively in research while the ai loses to military forces more often then being out researched-especially after nationalism- drafting.
I haven't yet consider changing the AIs bonuses. I guess it's worth considering. I don't think there's any reason to think the AI's difficulty handicap bonuses are any more balanced that all the other stuff I've changed already... But I'm going to leave it alone for the time being. I also play on emperor, and I typically find that the AI's tech is much better than mine while I'm trying to expand... but I catch up in the early renaissance era. As for units though. I'm glad you mentioned that. As it turns out, I'd inadvertently changed something which was sometimes causing the AI to build fewer units. ... so, hopefully it should be a little bit better now. Ultimately though, I think that if I can improve the AIs military tactics a bit more, then that would be better than telling them to build more units. -- I don't think many human players win by simply outnumbering the enemy.
I am EXTREMELY excited I came across this mod. [...]
Thanks for the support.

I just hope the mod lives up the your expectations when you play it!
Found a bug: When using the culture slider to increase happiness the city bar doesn't update. You have to click on the bar then it update the value. Just an interface problem but it significantly impacts game play.
I haven't noticed a bug like that, and I'm not entirely sure what you mean. Either from the main map, or from inside the city screen, adjusting the culture slider should update the number of angry citizens in your cities. Are you saying that it does not do this? Do you have a save game which demonstrates the problem?
AI seems to be playing well, but after playing just over half a game its still difficult to tell yet. I found that religion had less relevance, the AI were more Machiavellian which I like, but I found it a bit weird that two Buddhist countries spent a large amount of the game at war and slowly cancelling each other out of the game. Again it might just be a particular circumstance in this game.
Yeah, that kind of stuff really varies from game to game. Some AIs care a lot about religion, and others don't really care at all. So depending on who-founds-what-and-where, some games are heavily influenced by religion and others aren't.
Oh, did you take 'Lead from Behind' mod out? I kind of like it because I only use GG as super medics.
I didn't take out LFB, but I did change it quite a lot, and super medics will be a bit more willing to fight than in the original LFB. Are you mentioning this because your super medics are getting killed? The main goal of my LFB changes were to make it so that combat GGs (ie. non super medic great generals) would actually defend when you needed them to. Because in the original LFB I got really frustrated when I used a GG to create a super-city defender to help me out of a tight spot, and then LFB wouldn't let my super defender actually defend until everyone else in my city was killed. The new system should still protect super medics, but not quite as much as before.
I'm seriously thinking of rebuilding my personal mod on top of k-mod. (Github list changed files right?, from release to release so I can add your changes to and updates to my dll as you go along)
Yes. Github list everything. You can see diffs between any selected version, and so on. Github is pretty much designed for the kind of thing you're talking about. -- I should mention though, I don't always upload things to github right away. For example, just then I uploaded 22 commits.