@Denehan: The only thing I can think of is that you have multilple copies of this mod open or you have two mods that are conflicting with each other.
Glad to see that you're back Decimatus. Can't wait to try out the next version. Currently I am in the modern era from an ancient start (furthest I've ever gone with this mod since my computer runs it reaally slow) and i have a few opinions/observations that I want to share. The game is played on a huge map with emperor difficulty. At current, there are 7 ai left (soon to be five). I have just researched flight and am working toward mech infantry. My opponents don't even have infantry.
Warning: Large text wall.
1) I think the fact that the ai fails to keep up with the player in later eras is due to two problems. First, I don't think the ai prioritizes infastructure : they are completely focused on war. If the human can hold on, he/she will come out ahead. Note this is not tested (the part about them ignoring infastructure), but merely a theory. Secondly, the human makes use of great people more effectively than the ai. More specifically, the human will prioritize that Great Scientist over the Artist (or any other great person to be honest) and when it arrives, the human uses it pop a tech.
While I think your mod does a good job limiting the "beelining" potetial that was present in vanilla, it is still too easy for a human player to gain a substantial lead on the ai by bulbing techs. I think it would be better to revert to some kind of Civ 4 formula, where scientist finish techs up to a specific point, and then they lose effectivenenss. Or perhaps (and I like this method better but it could be hard to impliment), make great people improvements more worthwhile than their "speciallity." Right now, I think only the engineer does this. I'm thinking that, upon reaching certain science techs, give bonuses to the academy (not necessarily all researched based either; maybe add some gold/food). This way they scale with eras. However, they should be slightly more powerful than the bulbing option, so the player has to choose between immidiate rewards or stronger long-term benifits. In this same fashion, currently the Great Artist is hugely underpowered. Their improvement only gives
four(!) culture, throughout the entire game (or at least through the modern era). This has to be compared with the manufactury, which was making a riverside plain generate somewhere around twenty production. I think it needs a boost (as do all the great people improvements, except
maybe the manufactury, as you do a great job keeping it current).
2) This ties a little in with the first observation, but in my game, the top of the tech tree (the so-called peaceful branch) was completely untouched until well into the midgame.
(This might be because of the battle ai mod that I am using with this one; I don't know for sure though, so I will put it here). This allowed me to shoot past the ai by signing research pacts with all of the other ai (two dropped bc of DOW but I still netted 5 techs, while each ai only received one). Perhaps you could balance the agreement by making it so that both players must have philosophy unlocked before an agreement can be locked. This perhaps is the single greatest reason why I shot past the ai. Another problem with this is that the wonders that improve culture, and more importantly, great people were passed over. I went back and got all of them, with the result that I could get a scientist about every five turns (with only two cities working on producing them). This, in turn, fed the tech explosion.
3) Once I shot past the ai, there was little they could do to keep up. Specifically, upon entering the renaissance - early industrial, techs that increase specifics yields become highly common. It would be really hard to keep pace with someone who gains three more gold for every trading post and 2 more production for every mine or lumbermill (just examples, I don't remember the specifics, but it wasn't pretty for the ai). I think it would be benifitial to balancing if each tech only increase on specific yield, say mines, at a time. When I had my scientist, I would bulb the tech that either had the best building or the one that gave me the best improvement bonuses. If one tech only improved mines production and another only improved lumbermill production, I think it would be easier for ai to keep up. This way it forces the player to decide what is most important and it spread those all-important improvements throughout many different techs. The same can be said for many of the late industrial-early modern buildings. I remember hitting some kind of tipping point where I knew I would have to screw up hugely for the ai to have a shot. I have yet to do that
. I don't think it would have been a problem if the ai was keeping constant pressure on me, to the point that I had to get military techs, but by that time I was already slightly advanced. These bonuses helped to feed my growth, which leads to the next problem...
4) Happiness is waay to easy to come by. It's fine in the early game when the main thing is expansion, but come mid-late game, it really gets out of hand. I have about 300 surplus right now, but half less than half of the luxury resourses. I think the problem is that most buildings that you added happiness to also gave some other benifit that would make them worthwhile regarless (like the sewer system). Perhaps consider making buildings that
only give happiness, and then charge them an equal (or more) amount in maintainence (not like I can't afford it; +12K a turn). I think more buildings like the theater should be added. I don't mean for you to take out the new buildings, just put their happiness providing effects in a specified building. Or perhaps work out a way so that each extra city added (whether by settling, conquest, or trade) gives more unhappy citizens than those before. This way, you have to make sure your empire is already relatively stable before taking a new city.
5) Culture wins can potentially come too early. As I mentioned above, a lot of the culture techs were left alone, allowing me to grab the benifits. I could have completed the five branches by the 1400's if I had really tried to do so. Right now I am getting a new policy every 4-5 turns (my many puppets helping in this respect). My main problem with it is that I like to have long games. I think the culture win can potentially shorten them. I still want it to be a viable condition (which is why I didn't disable it). Could you make it so that six trees or more must be completed? Also, while we are on the subject of culture, as others have mentioned, some ploicies are just laughable compared to the benifits already received. Plus one food in capitol? Who needs it when I'm making 150+ a turn? I know that you said you plan to rework the system, so I'll just patiently wait until that time comes...
6) It is implied, by watching the city allowcation of workers, that the ai highly favor specialist. This is probably a large part of their delayed progression. As the tiles are so lucrative, each turn that they are not working them is a turn where the human gains (of course if they decide to speciallize a city to great people production than that is fine, but I highly doubt that that is what is happening).
/text wall
Now that that's finished, let me say again that I really do enjoy this mod; it makes many improvements to the vanilla version but still retains the feel of a civ game. I particullary love the early game, as so much of it is tactics. As others have said here, the ai is tough. One wrong move early on and your city is lost. I just wish that the entire game would be like that... I think there was more that I wanted to say, but I have forgotten (knew I should have taken notes). If I remember, I'll be sure to let you know.
PS: Is there a way to make cities add speciallist if all workable tiles are full? I don't want to just run all speciallist since the yields are sooo good, but I hate having to cycle through my cities every turn to make my unemployed citizens useful. Doesn't really matter what specialist they run, so long as it is not a regular citizen.
EDIT: Just like Yanikin below, I am well aware that this mod is far from finished - just thinking that makes me happy with anticipation. I just want to bring to your attention some of the more glaring balance issues i have come across...