I downloaded the mod and gave it a try. My initial impressions are that it has potential, but it is in need of some balancing tweaks.
Great! The more different play styles we see the faster the game will become well balanced. I assume you were playing the latest version 0.7. What difficulty level?
I played 3 games. The first one ended after 4 turns [...] The barbs are spawning way too early.
Just to be sure, do you mean "animals" spawn way too early, as opposed to units like "punk" and "punk biker"? I took some steps to prevent this kind of early wipeout, but not enough. In my unreleased development version, I have prevented animals from spawning at all, for the first 5 turns. Maybe I should make it longer. Do you think 10 is better, or 20?
As it turns out, the AI does not understand the food model in this mod. All of the AI cities were quite small compared to mine. The largest AI city, at the end of the game, was size 5. This compares to size 7 for my smallest city.
I would like to dig into this one a little further. In many games I have seen the AI with larger cities. One area which also requires balancing is that some of the start positions are very food-poor; maybe some of the AI's in your game were suffering from this. I have added some code in version 0.8 to give a bonus food resource to food-poor positions.
Offhand I do not see anything different about the decisions to make about food in this mod; it is rarer, but it seems the standard AI should be able to deal with it. If you examine the AI cities compared to your own, what are they doing wrong?
Of course even if the AI were fixed, it is still way too easy to get a vision victory.
IMHO this type of victory is very interesting to explore. Please take a look at
this post where I have described what I am trying to accomplish, and let me know if you think the *concept* is a good one. I agree so far it needs the most tuning. In version 0.7 the vision threshold is 67%. I have tried a few games at 75% and one at 90%. I think there are a couple of problems:
1. There is no warning that a loss is coming. Even when I set the requirement that the percentage needs to be maintained for 10 turns, the only notification you get is when the game ends. I was hoping the game would give a popup which says, "Warning! Player X will win a vision victory in 10 turns!". To solve this part of it, maybe I need to add my own popup.
2. There is no way to actively defend. You can actively counterattack with your own advocates. In version 0.8 I have added a "decay" so that if you influence a far-away city to add your vision, and then ignore it, eventually your vision will disappear from that city. That may help; but there is still no active step you can take to defend. The obvious defense is an "Inquistor" unit, like Gods Of Old has among other mods. This unit would remove influence from a city. It would make sense for this action to be available to the advocate unit, instead of requiring another unit.
Are there other problems which you can see?
I would recommend trying it a little more after locally modifying the victory criterion to 90%. You can do this by editing your file Fury Road/Assets/XML/GameInfo/CIV4VictoryInfo.xml in Notepad or some other plain text editor. Search for "VICTORY_RELIGIOUS"; under that search for "iReligionPercent". It should say 67. Change it to 90 and save. That is better than disabling it, because at least you can watch the percent changing, and it is really unlikely to cause a loss.
Just from reading the Civilpedia, some of the traits seem particularly weak in comparison to the other traits. In particular, the Organized and Industrious traits seem weaker. Also the Utility Truck with its special promotions seems a bit overpowered. It is quite easy to get a +100% strength bonus with only 10xp. In contrast, I couldn't think of any uses for the Chopper, as it was just too weak in comparison to a Ute.
I agree industrious is a little weak, in version 0.8 I have doubled the chance for these players to get useful random finds from ruins. (Have you gotten one of the cargo trucks or named units from ruins yet?) Some playtesters feel that organized may be too strong, since there are few good ways to reduce your distance maintenance cost.
Regarding the ute, yes, it is relatively easy to get up to +100%, but that only makes it equal to the late game units. This is one main "flavor area" for the game. I am trying to get the exact effect of the "Road Warrior" movie, where certain highly experienced units can really kick butt. I agree the biker is relatively useless for the player, but I hope you have felt the "pain" of getting some workers on the border picked off by them. Their main role is as barbarians.