Immortal Standard Speed Communitas_Tu. Game End (Quit) on Turn 298 (no CTDs the whole game!). Note, this is with the experimental AI that was posted.
Ultimately a runaway for the AI in this game. The Mayans now are 18 techs of me (as Russia). My last big water attack stalled out, as ironclads aren't cutting the mustard against Destroyers, Subs, and Carriers with bombers. The gap is just getting larger and larger so I think its time to call the ball. My notes:
1) I mentioned it earlier but for completeness. Overall I feel that the Immortal AI starts slower in terms of expansion and wonder building especially, but scales up a bit quicker, and is competitive by mid game. Then by end game its scales up very rapidly. The science scale especially is strong with Maya, I went from 3 techs behind to 18 in short order.
2) I've noticed the AI is using carriers more which is great to see. However, they are a bit too aggressive with them, and they leave them exposed. Carriers are pretty vulnerable, 3 shots from cruisers go often take them out.
3) Just noting on the happiness front, my civ is always always always bored out of their minds. This game I took fealty with -15% boredom reduction....and still bored. I'm really not sure what to do about that other than public works, as culture is a pretty limited resource for most cities. You can build a few buildings, but that's it. Personally I do not understand the comments that happiness is not a factor when playing wide, and I've been trying to figure out what I'm doing wrong. Happiness is always a factor for me on wide games, my happiness will commonly get into the 40s or 30s....and my local unhappiness is always lingering. Sure there are times when I can get it into the 70s or 80s...but it never lasts. My greatest concern is the notion that at its core, happiness is "rich get richer". If your doing well, happiness is high. If your not doing well, the happiness system kicks you a little harder...pushing you further down. I think happiness is appropriately penalizing early in the game, its later in the game that I start to worry if it doing its job "correctly".
4) Navalwise I've been a bit frustrated lately by the binary nature of naval combat. Sometimes I get into these "no win" situations where you cannot advance without losing ships. An example would be:
a) Melee naval can't get next to a city, as skirmisher units will rip it up.
b) Naval Ranged begins city or coastline bombardment.
c) City will use either a ship garrison or a produced ship to snipe one of my ships, as it doesn't have melee protection (generally happens once anti-warmonger gets high enough).
So my fleet either just sits outside of range and hangs out, or I commit to the engagement knowing I'm going to lose ships. Which is very dangerous, if your fleet starts to shrink, you can get absolutely crushed by a rebuilt AI fleet, or another AI that declares on you.
I think sometimes I just get very impatient with naval combat. I go into open water, see a monster fleet from the AI...have to run all the way back to my cities so I can soften up the fleet and then take it out. It just always feels that no matter how many ships I have, its never enough...I will lose some of them as I engage the enemy, and inevitably that new vulnerable costs me as the AI recovers.
I think I'm rambling a bit on this point, there's just something about naval combat right now that's irking me.
5) City Defense notes.
Most of the game I feel the CS numbers look good. I can't comment on the RCS numbers too much as apparently they are supposed to be static based on your defense buildings, but my garrisons absolutely are changing the numbers. I will say the damage my city has been doing I think is pretty reasonable, it hits harder enough to be useful, but I'm not sniping units with my city alone.
I do think defense starts to lag with ironclads. Even with armories an island city for example has a pretty low CS vs a series of naval ships, and it can be very hard to hold.