@Amp
For example I can build a plantation on silk despite not having researched calender (in fact, calender was disabled for me
Plantations can be built thanks to the "careful harvesting" technology.
I don't receive the happiness bonus from the silk though.
Indeed, this is a design issue, I thought it would be better to have a tech for revealing (like "wild game knowledge" tech, and another to gain access (like "Hunting", in this case, for example...) I fixed it in V1.14, because I want to try your way, it seems better.
but when I build it, it functions as if the gold wasn't there because I haven't built a precious metal mine
Same issue as above. It should be different in V1.14.
For example if animal husbandry is disabled then domestication, horseback riding, etc.
In this case (animal husbandry), this is true for horseback riding. Although I might change it to riding, and allow boar or deer riders (that would become a "weird tech", or maybe just add a "weird riding tech...", but you can still benefit from the basic bonus for pig, sheep, etc, from the "domestication" tech. Although I might change this a little bit too.
Anyway, "specialization techs" that are only useful if you already have another tech (like "stirrups" tech for example, are quite few, and can be considered as "who cares free techs" for players. In any case, having them disabled is beyond My knowledge, although I could very much lower their interest for the AI indeed...
Is there some way I do something easy like edit an .ini to make the AI a bit more unwilling to trade techs?
Yes, I will try to make it very hard for the AI to trade techs with you. The game was intended like this in the "beginning"
More variety in early game random events would be nice. Every 5 turns I'd be given 10 gold and 10% food then 5 turns later it would be taken away again. I'm not really sure what you could do the vary it though.
I 100% agree with you. I have to find new basic events, and I can't think of any for now, so If you have ideas...
Thanks a lot for reporting Amp.
