Thanks for the kind words everyone.

I'm glad to know you're enjoying it.
So, it sounds like the general consensus in this thread is that the balance changes I was mentioning are small enough to just go ahead with without worrying too much about diverging from the base-game... Well... I guess that's something to keep in mind.
Ill give u some of my thoughts about this, in a form of a question.
If you spend so much time perfecting AI and other important mechanics (culture, trade...) and neglect other things that are not as good as your changes so far, dont you think that you are making a crippled game? If you are teaching surgeon to be the master of his trade and u give him a rusty scalpel will he be able to do his job as intended?
The only line you should draw is how fast your updates are being produced and how much testing they require before you release them. So things are obviously broken in the game (like war elephants - so easy to conquer all if u have them) and no matter how well u do AI programing this things will still be broken.
You can always do one thing that would satisfy both parties (ones that desire better AI and others that desire better AI with balances) by uploading 2 versions - AI only and AI with balances. (if its not too much work)
I don't think I'd be making a crippled game by neglecting the balance changes; because I don't think the balance was ridiculously bad in the first place. I mean, sure, there are some really powerful strategies, but it not so bad that everyone uses the same strategies in every game... My original
modus operandi for making this mod is that it is meant to be
the same, but better; which roughly means that I'd only change things when it was completely obvious that the changes were going to make the game better. For example, fixing bugs makes the game better, and making the game run faster makes it better, and making the AI do fewer really stupid things makes the game better. -- Of course, not
every change I've made is like that. It isn't universally agreed that every change has made the game better. For example, the whole business of allowing the AI to sometimes somehow declare war while 'friendly' is at least a little bit divisive. So some of the changes I've made just make the game 'different' rather than 'better'. (Of course, I only make the changes which I personally think are improvements, but the point is that not everybody thinks every change is an improvement. And when it comes to balance issues, I think things get a bit tricky and sticky - especially because balance is one of those things for games where what people think they want isn't actually what would make the game more fun for them.
Anyway, my point is that balance is especially tricky because I think there is a risk that if the balance is 'fixed' in the wrong way, the game might become flat and dull.
If every option is viable, then no choice really matters.[/spoiler]
Nevertheless, I do feel encouraged to move forward with some more balance changes. I'm not going to work on that right away though.
@Highwayhoss The drill promotions are already unavailable to melee units, except for samurai. So I'm not really sure what you mean.
@stolenrays, regarding putting big 'roadsign' comments in the code; I'm actually kind of moving in the opposite direction to that. ie. In some places I've actually been removing some of the really big comment blocks which simply flag changes, and replacing them with something more subtle. The reason is that sometimes those big comment blocks make it hard for me to read the code... Also, it can become a bit of a pest to maintain the comments if I end up reverting some changes, or changing some of the changed bits in a way that overlaps with the previously unchanged bits, or whatever... In short, I don't think I'll do what you are asking for.
However, since I'm using git to track all of the changes I make, it's actually pretty easy to bring up a screen showing every bit of code that has changed. For example, here's a link that shows ever change made from v1.31 to v1.32:
https://github.com/karadoc/Civ4-K-Mod/compare/v1.31...v1.32
Click "files changed" to see the code. You can change that url to compare any pair of versions you like, except from before v0.90 because v0.90 was the first version I put into git.
--
Regarding the new AI for nukes. I'd like to hear some feedback on how it goes. I've only done some very basic testing, because the AI actually usually doesn't build nukes; and so it isn't as easy to test as other things. (The AI for
when and
how many nukes to build was something that I was working on in a previous version. I've deliberately made the AI not completely focus on 'winning' with nukes, because I feel that if the AI really did try to use nukes to win, then every game would just end in nuclear war. -- Anyway, I'm reasonably happy with the number of nukes the AI builds, but I haven't properly tested their usage of them yet. So I'm mostly interested in feedback about that.