Personally, I never play at higher than Monarch level, and even then, usually get my ass handed to me unless I'm playing at Regent. Suffice it to say I'm better at modding than at playing.

That's why it's nice to have other folk playtesting my changes.
Bluekkis said:
One idea I had was to tweak out settlers. Making everyone start with 2 settlers but making settlers only avail from expansionism, and eat 3 pop.
A less drastic change might be to "help out" the AI a bit. Right now, AI civs get no bonus worker units until Emperor level, and no bonus settler units until Demigod level. Perhaps if AI civs got their first extra worker at Monarch level, and their first extra settler at Emperor level, they'd fare a bit better.
That having been said, though, I have to admit, I find your specific proposal intriguing. The idea of starting everyone with two settlers, but allowing no one to build any more "right off the bat," has potential....
Also unchecking wheeled from settlers could ease the situation where most AI civs are.
This I'm going to leave as is. Settlers can already get anywhere they need to, so long as they're willing to wait for workers to build roads.
Mid game anarcy is also now quite deadly, mainly due to food consumption. Long anarchy for a bigger civ without railroads can easily cost half of the population. Makes swapping goverment types quite a pain.
I seem to recall this point being brought up in the distant past. Unfortunately, though, it's not something I can adjust. It's possible for a mod to alter the maximum number of turns that AI civs will have to endure anarchy at various difficultly levels, but there's no way to adjust it for the human player.
But on this point, I'll conveniently decide to favor realism over playability, anyway. After all, revolutions are not things that should be undertaken lightly.
Also I don't know if you intended it, but mayan UU, javelin thrower... can be upgraded to pikemen with no additional cost.
Ack. I'll fix that. The Mayans previously couldn't build pikemen, as the basic stats of the javelin thrower are just as good, anyway. I changed that last week, when it occurred to me that as a Medieval unit, the pikeman *does* have an advantage in that it gets a bonus hit point. But I didn't notice that the units had the same cost when I decided to allow that upgrade.
-- Darryl