I assume you were playing the latest version 0.7. What difficulty level?
Not sure what version ... I downloaded it yesterday, so whatever version that you had available then. I tried it out on Prince, using normal speed if that matters.
In my unreleased development version, I have prevented animals from spawning at all, for the first 5 turns. Maybe I should make it longer.
That is a good start. The number of turns, though, is really dependent upon how long it takes to get out that first unit. So maybe something in the 10 to 20 range? Don't remember exactly. I suspect that losing the initial Survivor is actually more difficult on the AI than the human player. Although, short of reducing the strength of the animals (anti-thematic), I'm really not sure what needs to be done about that. Under no circumstances, though, should an animal be able to capture a city. Well, maybe a Death Claw, but the others should only be able to kill the units in the city without actually razing the city. I would think there would be an XML flag for this, as the Gunship in the base game doesn't have city capture abilities.
I would like to dig into this one a little further. In many games I have seen the AI with larger cities.
You have to keep in mind my perspective. All of my games ended prematurely. My 3
rd game, where I actually saw this behavior, ended after about a 100 turns. I observed a distinct parity in our cities, after putting the game in debug mode. My cities were, on average, about 2 or 3 times the size of my AI opponents.
That is the main reason the AI was able to win a vision victory. With me having over 50% of the world's population, he had only to convert my cities to win the game.
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?
It is a matter of priorities. The AI does not understand the new world order. Food takes on an added importance in this game, a fact that the AI does not understand. When I am looking at new city sites, I am taking into consideration any food bonus and the availability of fresh water. Ruins and other resources are just nice extras. I'm not certain, but the AI just seems to consider any resource as being a good spot.
And then there is the AI Worker priority. The first thing the AI does is connect resources. That's great if there is a food resource. But if there isn't, then it is the wrong priority. As an example, one AI city that I saw had 3 desert tiles with junkyard improvements built, making them 1h tiles. Yet none of the city's grass or plains tiles were improved. The Workers around the city were putting down roads rather than farms.
The AI seemed to be pretty good about putting down farms around its capital. But its other cities ...
In version 0.7 the vision threshold is 67%. I have tried a few games at 75% and one at 90%.
The AI was able to win a vision victory quite easily in my game because of two factors. The first I've already noted was because my population was disproportionately large. Only 8 cites were needed to cross the threshold.
The other factor was only a single AI (Iron Head) prioritized founding a vision. The others didn't, and I certainly didn't since founding one provided little benefit. With only 1 world vision and me having all the population ... game over.
Would only upping the threshold solve the problem? I suspect that upping it to 90% would only serve to swing the pendulum in the other direction. I would probably move the founding of vision back to early game techs. That way they are available to all. Yet still require that the Shrine/Capital (from a late game tech) be built before the game can be won. If you combine this with my earlier suggestions of making the spread more difficult (no automatic spread and more difficult foreign spread), this might become more of a feasible victory option.
And while we're on the subject of victories, I'm not 100% sure that a safety victory is even attainable. There doesn't seem to be enough ways to accumulate safety points in a reasonable amount of time. You've also removed the civics and wonders that allow someone to increase the rate at which Great Protector points are generated.
(Have you gotten one of the cargo trucks or named units from ruins yet?)
I got a cargo truck for the Museum wonder. Meh ... I would have rather had one of the others, but oh well. Or one of the Refugees. I really liked the Refugee units! I would save them and send them out with my Settlers.

A nice touch to the game, really adds to the flavor. Hopefully the AI knows how to use them.
Some playtesters feel that organized may be too strong, since there are few good ways to reduce your distance maintenance cost.
Research admin and civics ... then boom, you're running State Property and have no distance cost.
I think the real problem with Organized is the reduced cost buildings were removed from the mod. It needs something besides the civic bonus in order for the trait to compare with the other traits. And maybe it was because I never got to the end game, but I don't recall my civic upkeep ever getting into double digits.
And with removing the commerce bonus from rivers, I'm not certain that Financial is as strong as it used to be. You might need to either put back the river bonus or maybe give the trait cheap Markets or something.
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.
Don't get me wrong, I like the Ute. I really do! Its a nice unit. The problem with the unit is the same as all the other units. It is way too easy to accumulate 10xp for the promotions. It was too easy to put together a stack of CRIII Guardians and double-strength Ute's. Who needs Jeeps when you've got barbs?
The AI does not understand the tactic of getting a unit promoted to 10xp and then saving it for a later invasion. This isn't a problem in the base game because it is much more difficult to accumulate a whole stack of such units. Not so in this game.
The problem isn't the Utes, its the barbs. There are just way, way too many of them. The number of barbs hurts the AI while giving the player a distinct advantage.
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.
I felt the "pain" only once. After that I stationed a Guardian to escort my Workers when they were near a border or blind spot. And its not just the Choppers, but any unit that can travel down a highway from under the fog of war.
The Chopper is a nice flavor unit, and I can now understand why you put it into the mod. But I need to have some reason to want to build it. The best thing, though, is to probably make it a barb only unit and remove it from the player's unit list.
The only way I can see to prevent the "early small arms" effect where you can't build survivors anymore, is to remove the upgrade path from survivor to guardian.
No offense, but I don't really care for this idea. Once my capital is established, there is no way I'm going to build such a weak unit. It needs to disappear. Yet, Arkham raises a valid consideration. I would probably address the issue in one of two ways (or maybe both). Arkham's scenario would be solved if the Guardian tech could not be popped from a hut. There is an XML flag to prevent this, and thus easy to implement. The other solution would be to require Guardian's to have some sort of tech, like copper or iron. Rather anti-thematic, so maybe introduce another resource like gunpowder. I wouldn't use munitions, since that resource comes later in the game. You need Guardians sooner rather than later.
The world is dangerous, the animals are dangerous. Nothing wrong with loosing a jeep to a dogpile. I wouldnt really want to see it changed.
I agree with Refar here. Nothing wrong with a dogpile. It is the sheer volume of barbs that is the problem. And as I said earlier, a Horse should not be able to raze a city.
