Question: What do you mean when you say that the AI is put to the same difficulty level as the (minimum) human player in mp? Isn't the definition of the difficulty levels mostly the AI bonuses?
When I said that the AI's difficulty level is set to be such-and-such, what I really meant was that the difficulty level of the game itself is set to that. I think to describe what this means, you need to understand that there is a distinction between
player difficulty level and
game difficulty level.
When the player's difficulty level is high, they get certain penalties, such as increased maintenance costs and increased tech costs. But when the
game's difficulty is high, the AI gets bonuses, such as reduced construction costs. The difficulty level for the AI
players is always set to Nobel, regardless of the game settings. In single player mode, the
game difficulty level is set equal to the difficulty level chosen by the player. So for example if I choose Monarch in single player mode, my player difficulty will be Monarch, which means research costs are increased by 15% (amongst other things); the AI's difficulty will stay on Nobel; but the game's difficulty level will be on Monarch, which, for example, reduces the production cost of units by 10% for all AI players, and gives them Archery for free at the start of the game.
In multiplayer games, if the human players choose the same difficulty level, then that will also be the game's difficulty level. But if the human players choose different difficulty levels, then without K-Mod the game's difficulty would be automatically set to Nobel, regardless of what the players choose.
So for example, if I play a game with my friend, and I choose Immortal and my friend chooses Emperor; in K-Mod, the game difficulty would be set to Emperor, which gives the AI archery, and a few extra units, and some production bonuses and so on. But without K-Mod the game's difficulty level would be set to Nobel, which means the AI gets essentially no special bonuses. I think it's silly that in the unmodded game, the AI gets fewer bonuses for a Emperor + Immortal game than it does for an Emperor + Emperor game - so that's why I changed it.
The full effects of the different difficulty levels are detailed in
Beyond the Sword\Assets\XML\GameInfo\CIV4HandicapInfo.xml.
Request: I don't know how difficult this would be to implement, but BUG (or BULL?) has a feature where you get told the actual amount gained when hovering the mouse over a building. Example: "Library, +2 Culture, +25% Science. Actual: +2 Culture, +3 Science" (because those 25% correspond to currently 3 science). Make decisions a lot easier.
Yes, this has been suggested by someone already. I think it's a fair enough idea, but it's not really a high priory for me, because I don't think I'd use it myself. I expect that I will implement it, but it's hard to say when, sorry.
Karadoc, i asked if something could be implemented a while ago and havent got a reply. I assume the answer was no since u didnt reply. If thats the case i would like to know the reasons if possible ofc. I asked if it would be possible to make the sliders have step of 5% instead of 10%. Sometimes it helps having +5% on cluture or on espionage when u dont want to invest more. Even on science having 85% instead of 80 or 90 gives u some better future planning and saves u several clicks later on. I dont know how hard this is for AI to understand and use properly.
What are your thoughts if u got any about this topic?
I thought I did respond to that suggestion. I suppose I must have forgotten to actually write it.

But you're right, for the time being the answer is 'no'. There are two reasons that come to mind. One is that I think there are various parts of the game mechanics which currently expect the steps to be 10%; and so although it is easy to change it to 5%, it would probably introduce a bunch of bugs - most of which would be easy to fix, but not necessary easy to notice. Maybe it wouldn't cause any significant problems...
The other reason is that although it would sometimes be easier to set the sliders in smaller increments, in general you still wouldn't be able to get it exactly the way you wanted it - and so you'd still be adjusting them a little bit up and a little bit down from turn to turn, particularly on large maps, and particularly later in the game. -- The smaller increments would mean you have to adjust it less often, but on the other hand, when you want to make a big change it would take a heap more clicks to make it happen. I'm just not really sure it's worth it. Many people like to drop their research to zero, for a few turns, and then bump it up to 50%, or 80%, or 100%.. and if the increments were half the size, then that would mean twice as much clicking.
So basically, I think it would be exchanging one inconvenience for a different one - with a chance of creating some lingering bugs in the process.
Also a suggestion about community functionality. Would u be interested in opening a separate forum for this mod where we could have different topics sorted and more easier to track. For example: bugs, suggestions, future plans, bla bla bla. You know what i mean. If you are interested and dont have time for setting up the forum ill gladly find some free forum "dealer" and start one and ofc give u full admin privileges and such.
Well, I'm happy enough just having a single thread for the time being - but if a K-mod sub-forum appeared on this site, that would be fine. I don't think it would make much difference for me, but maybe it would give other people more space to talk about the game without it always being technical suggestions and such.