Np PoM.
I'll see if I can put up some more detailed feedback regarding Theocracy.
There are a few issues to consider with Theocracy as it stands:
(1) Not needing a state religion to get the unlimited Priests.
(2) The effect of Angkor Wat on the usefulness of Theocracy.
With regard to (1), I have to admit that I can halfway see the logic behind not needing a specific state religion for priests under Theocracy (pagan/tribal religious theocracy). It still does create an odd quirk where the AI absolutely adores the civic, though. (And so do I, for that matter. Unlimited priests at +2 hammers apiece is beastly for enabling one-tile islands and other production-poor cities to thrive.)
With regard to (2), the only thing that seems quirky about this is that Angkor Wat now makes priests _better_ all around than engineers (3 hammers and 1 gpt versus just 3 hammers). Part of me actually likes that (in some cultures the religious establishment/manpower really did contribute far more intensely to the construction of buildings and so forth than a proper "engineer" type probably did).
I wonder if engineers could get a slight amount of additional love, though? Right now just grabbing Theology and running Priests is a way more attractive for one-tile islands than trying to use some sort of rush-production shenanigans to get a Forge (and thereby an Engineer).
I've always wanted to try to do some type of "Engineer Specialist Economy" that didn't absolutely require getting the Pyramids. By which I mean, using a Phi leader and somehow being dedicated enough (and advantaged enough) to slowly pump out a whole lot of Great Engineers over the course of the game and build the Production Mecca of the World. These changes so far are making Great Prophets an even more likely choice than before for that type of thing (it was already relatively easy to spam Great Prophets by combining any early religious wonder with a few priest specs, which are much easier to come by, even in normal BTS, than Engineer specialists are--and Theocracy just makes that even easier).
I wonder ... is there any sort of other Civic that might be able to be edited so that it enables you to run one additional Engineer per city? Or something like that. Mercantilism maybe? (As the game stands, Free Market still absolutely blows it out of the water in most of the SEs that I run, since foreign trade is so advantageous, especially once Customs Houses are in the mix. And that's even if I have Island towns to self-trade with.)
One additional suggestion: is there any way that some type of Food Distribution mod could be incorporated? I know that treads really close to the line of making the game too unfamiliar, and might possibly cross it, but hear me out ...
In BTS as it stands, Refrigeration is a really unexciting tech. REALLY unexciting, compared to how much the technology revolutionized humanity's ability to store food long-term. In most of my games it's little more than a speed bump on the way to the tech needed for Laboratories.
I saw a mod a while back that enabled you to turn one of a city's trade routes into a "send food to another city" route, exchanging the commerce benefit for a food-hand-out. The only problem with the mod (besides it not seemingly being compatible with the more recent patches) is that you couldn't undo the trade routes once they were made.
There's also the IndieRevolutions mod, which seems quite interesting in many respects, and includes both Food and Production distribution. My only beef with it is that both of those are mediated entirely by Civics choices, which seems a bit too inflexible (and in many ways unrealistic, especially early-game) for my thinking.
I am personally of the opinion that having some way to micromanage food distribution in the game would add great strategic variety to the game. It would allow you to create a true "Food City" (like some cities in the American midwest ^_^) whose primary purpose is to work tiles, create surplus food, and ship it out to other cities.
Obviously, in the BC eras food distribution would be pretty weak. Perhaps the earliest form of it becomes available with Pottery, allowing you to send a maximum of 1 or 2 food per turn to the target city. Tech upgrades over the course of the centuries might slightly increase this (such as Chemistry). Sending food would be limited by distance for most of the game (distance along the shortest available trade route or something?) and trying to send it over too long a distance would result in a large percentage of the food not arriving intact due to spoilage.
Refrigeration would basically remove the distance restrictions involved (provided that there's some sort of trade route available for food transportation) and further increase the amount that can be sent.
It's an idea. One which, I know, has been kicked around before, but I wanted to bring it up again since it's feedback time.
Another option is just to add a food-produced "food caravan" unit like ones that earlier Civs seem to have had? (Four was my first, so I'm in the dark about that.)
Anyway, take care all! Great mod.
p.s.: The "-25% maintenance from number of cities" on Vassalage actually saw some serious use in a game I played recently. I had over 13 cities by 1000 AD, several of which were 1-tile islands, and my capital was pretty weak. Vassalage let me play much more economically while training up a better army. So, that was cool.
