Hey, just starting a thread on my findings in the multiplayer aspect.
unbalance/
Tech huts
i know all the single players are going to argue this one but huts are VERY unbalanced in multiplayer, couple of games ago i popped iron working, a teamer before we popped fishing -> sailing -> optics -> astro with 4 huts on inland sea, tell me thats balanced! this is even worse in classical starts! Unfortantly only warlords has the option to turn huts off, so the best fix would be to completely remove them or make them just give money and maps, at worst give the first few starting techs.
Always War
Mostly teamers, always war is set on because the first team to declare war gets alot more war weariness than the other team. Problem is when you have it switched on it ruins the barbarian trait, and summoning infernal, by forcing you to declare war on them. Fix could be to make the option not force war on these specific civs, or just reduce the war wearness for the declaring civ so that its even.
Skull Cats
If anyone has played civilzation 4 online competitively they will know that catapults are 80% of your stack, they are just too powerful, skull cats take it to a whole new level, not only are they really early in the tech tree they are 6 str, very strong compared to any other units for the first half of the tree, 80% withdraw and colat damage...they have no real counter, fix could be to have another tech attached to them ie, necromancy or give them weaker defence for ex. 6/3
Doviello Beastmen
A civ starting with 3 city attack warriors is rediculous, a weak tactic has been to use your settler to scout with its massive range and rushing your 3 beastmen to the closet civ in the first few turns and attack 3v1 or in some cases 3 have beaten 2, i understand they get 3 beastmen because they dont start with a tech, but 3 starting units is a huge advantage in multiplayer, if your Ljosalfar and you start near doviello your screwed. At a minimum they shouldnt have 25% city attack..
Attacking allied hidden nationality units
In teamers you cant put your units on the same tile as your team mates hidden nationality units or they are killed, only thing we can do is reveal nationality at the moment.
Slavery!
Slaving out huge stacks of units wil be very familar with the online community, with the agriculture civic turning those few food tiles to mass amounts of hammers is even easier, nevermind the free workers you get from killing units, combined with skull cats slavery is completely unbalanced. Only one team getting slavery is a sure win as its inpossible to keep up with the amount of units being pumped out, its argueable that both teams could use slavery by researching the tech and getting a missionary but having every city viewable by the enemy doesnt seem a very smart decision. fix? maybe reduce agriculture by 1
Scout Attack!!!
Its great scouts being able to attack units in this mod, but your starting scout being able to capture cities is a bit much.
Bugs/
Sync
Game goes out of sync when a player chooses to take over another civ, fixes if the player just quickly rejoins but can be quite anoying.
Patches
Games dont show up in lobby if you download the mod and the latest patch, in this case F, the player has to download patches A, B, C etc and install in order to be able join games in the lobby, if they join by direct ip with just the F patch, the game will keep going out of sync.
Strange Odds?
ive seen more 99% loses and barbs winning 1% odds in 1 hour playing this mod than i have in a year playing civ4 ^_^ the out comes of battles seem very odd and players consistently lose good odds - you could say its alot of bad luck but i think theres a problem here.
il post some more thoughts the deeper i get into multiplayer.
unbalance/
Tech huts
i know all the single players are going to argue this one but huts are VERY unbalanced in multiplayer, couple of games ago i popped iron working, a teamer before we popped fishing -> sailing -> optics -> astro with 4 huts on inland sea, tell me thats balanced! this is even worse in classical starts! Unfortantly only warlords has the option to turn huts off, so the best fix would be to completely remove them or make them just give money and maps, at worst give the first few starting techs.
Always War
Mostly teamers, always war is set on because the first team to declare war gets alot more war weariness than the other team. Problem is when you have it switched on it ruins the barbarian trait, and summoning infernal, by forcing you to declare war on them. Fix could be to make the option not force war on these specific civs, or just reduce the war wearness for the declaring civ so that its even.
Skull Cats
If anyone has played civilzation 4 online competitively they will know that catapults are 80% of your stack, they are just too powerful, skull cats take it to a whole new level, not only are they really early in the tech tree they are 6 str, very strong compared to any other units for the first half of the tree, 80% withdraw and colat damage...they have no real counter, fix could be to have another tech attached to them ie, necromancy or give them weaker defence for ex. 6/3
Doviello Beastmen
A civ starting with 3 city attack warriors is rediculous, a weak tactic has been to use your settler to scout with its massive range and rushing your 3 beastmen to the closet civ in the first few turns and attack 3v1 or in some cases 3 have beaten 2, i understand they get 3 beastmen because they dont start with a tech, but 3 starting units is a huge advantage in multiplayer, if your Ljosalfar and you start near doviello your screwed. At a minimum they shouldnt have 25% city attack..
Attacking allied hidden nationality units
In teamers you cant put your units on the same tile as your team mates hidden nationality units or they are killed, only thing we can do is reveal nationality at the moment.
Slavery!
Slaving out huge stacks of units wil be very familar with the online community, with the agriculture civic turning those few food tiles to mass amounts of hammers is even easier, nevermind the free workers you get from killing units, combined with skull cats slavery is completely unbalanced. Only one team getting slavery is a sure win as its inpossible to keep up with the amount of units being pumped out, its argueable that both teams could use slavery by researching the tech and getting a missionary but having every city viewable by the enemy doesnt seem a very smart decision. fix? maybe reduce agriculture by 1

Scout Attack!!!
Its great scouts being able to attack units in this mod, but your starting scout being able to capture cities is a bit much.
Bugs/
Sync
Game goes out of sync when a player chooses to take over another civ, fixes if the player just quickly rejoins but can be quite anoying.
Patches
Games dont show up in lobby if you download the mod and the latest patch, in this case F, the player has to download patches A, B, C etc and install in order to be able join games in the lobby, if they join by direct ip with just the F patch, the game will keep going out of sync.
Strange Odds?
ive seen more 99% loses and barbs winning 1% odds in 1 hour playing this mod than i have in a year playing civ4 ^_^ the out comes of battles seem very odd and players consistently lose good odds - you could say its alot of bad luck but i think theres a problem here.
il post some more thoughts the deeper i get into multiplayer.