Thanks stico! A great atmosphere is what im aiming for
Well dont bother much with the other eras, although you have some new city improvements they may not be play balanced (left overs from previous mods or vanilla civ3). There are defensive units, just check the unit lineups in the mod's website, but the better ones will require more strategic resources, and im not to blame if the AI fails to get them, although I may try helping them out a bit my placing more near their starting location.
In your game, what ships were the Atlanteans using? Biremes or Triremes? The Atlanteans are the hardest civ to balance because if I make them too strong they'll reach the 2nd age too quickly and possibly over power everyone else, I have a few ideas I want to try though, and keep in mind they'll have stronger ships in the 2nd age, I just havent edited them yet
Not much I can do about the AI using the peasants for attack, I need them to have the offensive flag or the AI wont upgrade them to Settlers when they have the gold. Peasant production is now restricted to the few cities lucky enough to have a Noble's House, so you wont see armies of Peasants many times, and a few marauding Peasants is not unrealistic either
If you play with Hellas, your goal should be to improve your starting situation so you can survive if the Achaeans attack you (they're stronger in the beggining, but war with Atlantis may wear them down), and then to wipe them out and conquer Crete as well. In our history, the Myceneans (Achaeans) conquered the Minoans in Crete, in the mod's alternate history Crete is an Atlantean colony, it can still be seen as Minoa, with the added possibility of getting reinforcements from Atlantis.
I sugest you try the Egyptians next, the lower Nile is dominated by the Atlanteans (two cities near the mediterraneum), you start at peace, sugest you build up your forces and improve your cities, then conquer those Atlantean colonies to remove them from the region and get access to the Mediterranean sea, but by attacking Atlantis you'll also declare war on Libya (locked alliance), so make sure you have a secondary task force to keep them away, and be wary of the Nubians to the south.
I found the Iberic Spearman bug reported by Tom, its actually in the biq file, wrong civilopedia entry in the Tartessian Guard, should be "PRTO_Iberian_Spearman", I'll release the fix when I upload a patch hopefully tomorrow with some other tweaks (no new stuff though), if you want to start a new game before then, sugest you fix it yourself
I want to try a change to the American culture's city improvements, make them more expensive to maintain but provide a higher culture bonus, should slow down Atlantean economy, the other native american civs should not feel the difference very soon since they're too primitive, but eventually may slow them down as well, which is not unrealistic as I see it.
Also thinking about limiting the production of the barbaric civ's Warrior unit with hidden nationality, so there are fewer raids (at least with armies of hidden nationality warriors), and possibly allow those primitive civs to build settlers the normal way for a bit longer, let them expand further while they're primitive.