[I'm farther in the game now, and the AI doesn't seem to be cooping well. All their cities are stuck at size 6]
The AI does not cope very well. The higher levels of difficulty just give the AI more starting units and do not change the player rules (except Sid level). So you can play at higher difficulty and the AI will be bigger. I'm curious about the size 6 thing. Are any on rivers? They might just not build aqueducts?
[and they don't have hardly any roads/mines/irrigation.]
I think I know what this is. I put in paved roads. These function like railroad but take 600 turns to produce (they really can be built, it is 300 in plains, 150 if you are industrious, 75 if you have the wheel, then throw several peasants at it - but you won't build many of them). But the AI seems to try to build paved roads with no concept that it will take so long.
"Am I the only one who can't build the 'contest'? I was a stratography, with warrior code"
I'll check that. At one point contests required "games" to be built first. I changed my idea of contests, but maybe that requirement got left in.
"One prob with the design, however, is tech trading. I end up with all of the techs anyways, just because I have to trade with the ai to stay ahead."
I do expect tech trading. That is how most people in history got the wheel,horseback riding, the alphabet, etc.
"Also, does anyone else think the war canoe is a little wimpy? 1 hit point?"
It is supposed to be very wimpy. It is a canoe after all. It is really a token unit to have some combat ability. The mod includes several "token" units like that - sentry, lookout.
"the kiln and sawmill produce there unit every 5 turns, not 10 like the civlopedia says."
It is supposed to be every 5 turns (for all such improvements), the civilopedia is wrong. I had found that every 10 turns made them worth too many shields and you tended to waste a lot of shields when you disbanded them to increase production.
"The armoured poleaxe phlanax doesn't require copper"
That would be a bug.
"The germans and russians I don't believe where that powerful in the time period, and were at least called something different."
The Germans were called that at least by the time of the Romans. I could call the Russians Varangians or Slavs. I basically just chose the civs that circled the Med. I do include silk and the halberd is really Chinese at this time, but the look is Med oriented so I did not want to include Asian civs and have them look wrong.
"But great job overall. Sorry if I sound negative - I am very impressed , but I think there is room too make the mod better."
Thanks for the feedback. I am sure there is a lot of room for improvement in the mod.