Maybe because I always spam trading posts is why I always have so much gold. To me they are the most powerful. They are only improvement that gives you science say a GS.
Actually your gold income is rather low for this mod...

If you went for a food economy I think you would see about 2-5 times more gold.
I guess no more. It is frustrating though to be a week into a game and loose it. I don't play much. I want to start a huge epic game with your mod. By time I finish it though you will be on version 12.
I love huge maps too, but I also have the problem where there is an inevitable perma-crash somewhere near the end of the game that simply ruins days or weeks of work. But that is kind of how it is with any 4X strategy game, to one extent or another.
This is the second part to the road thing I mentioned above. Do you ever scale improvement cost? They keep getting better; but do they keep getting more expensive? I think that right there could sink a lot of money, yet still feel like I'm booming.
I think I was looking around for that but didn't see it outright so I moved on to some other things. I don't think I can scale it by era, so I may have to scale by version(road, rail, etc). I am not sure it even scales at all right now anyway, so I will have to look into it.
If with refrigeration the farm gets a +2, but costs gets a +2, that will make a big difference. I think that is realistic as well. As time progressed stuff cost more.
This may be doable. The problem I think would be that the -1 or -2 gold modifier for farms on refrigeration would add an icon to the tech which would clutter things up significantly.
I kind of want to remove these icons in general, but I will have to figure out how, while still ensuring that players know what a tech is giving them. Probably have to do a lot of help text updating to compensate.
I don't think the buildings are a problem. It is still the AI not building up. I will see on my next play through as you updated some stuff. I was still using 7 with slaves.
I have read other reports from vanilla where it seems like the AI doesn't really build any buildings at all. I am not sure if this is actually the case, but it would be a problem. Not sure how I could change it other than across the board flavor updates.
Yes, I did not have endless golden ages though. I had no use for the great people though. They all because golden ages. Taking that number down might help. Also if we have more happiness, can you scale golden age happiness required by a tech? Say you tech globalization and golden ages take more to get now?
I don't think a schema exists for that. Possible in the distant future, but I am not sure I could do that now.
I can scale golden age happiness using policies though, so once I expand that you might see more going on in that area.
So much to do so little time with the mod.
You ain't kidding.
About 1200 gold. I never bought anything though because my cities could produce pretty much anything in one turn.
The production cost may be a bit low in that case. Would you say that happened around industrial?
Part of the industrial revolution feel I want to involve buying of units using gold. Such as the US and many other nations practically going bankrupt by the end of WW2. So high production relatively, but huge sums of money being spent on the war machine when you have need for it.
Of course, if you didn't spend any money, you may not have had enough challenge fighting your AI opponent, which may result from a large tech advantage. Of course, at 1200 gold a pop, you could probably buy a thousand units which is too much.
So, an increase in unit production cost and hopefully tech parity(after other recent changes) may help to bring these together.
I didn't mean overpowered in terms of actual production power. Only gold and happiness generation. You have several wonders that increase the gold yield of trade routes for example. If you can nab most of them you get insane gold generation. It's all actually very well balanced in the early game. Then at some point gold generation increases and you never have to look back.
Maybe I will tone down some of the trade route increasing wonders and use more buildings such as the airport which each increase trade route gold. Maybe add some of that to harbors and whatnot to influence the fact that they also greatly increase trade in the empire.
Lets try +5% on harbors, and +10% on seaports. Yeah this will make them even more important. Going to tone down some of the +trade world wonders, maybe mix some other bonuses in there.
Should give you a bit more gold starting out. We will see if it is over the top. On a huge empire you might find anywhere from 150% more trade gold to 250% more trade gold. You may end up with more gold, but it should even it across the board, and I am increasing production cost enough so that hopefully more money is spent on units.
Maybe National Wonder type units where the player is only allowed a limited number? Like the walkers in Civ IV BTS? That would be really cool.
Not a native function in the xml's, but I do like the concept so I may try fitting it in down the line.
I did have a thought though. Maybe the insane gold is what you said. You get all the wonders. That is because you teched there first. The gold might even out when AI keeps tech parity and gets wonders?
Lets see how my trade gold tweaks work out. Though you may have already started your game...
As to the game freeze/crash I have gotten those in this mod, in vanilla, and when use other mods. Have been able to get around 'sometimes' by turning of system and restarting and then zooming in as much as possible on the map. Had a freeze with french and when did this was able to get past it and continue to play. No idea if will work for others as doesn't always work for me .. ~80% of the time.
Nice tip, I will have to try it out sometime. Though hopefully the game doesn't give me too many chances to use it... -_-
For the roads, the worst thing about them is when the routes get intercepted by another unit, forcing the player to re-route. But I do think roads should be built a little faster. Standard time for Civ 4 was three turns, but back then workers could stack, so it was more like one turn. I like the idea of an engineer. Perhaps it could become available in industrial era in time with the graphics switch of the standard worker?
Thinking about giving it the art of the great engineer.

Not sure if it would do animate when working though, but could be nice.
The first of these issues is the issue of the multitude of wonders. If one focuses on the trade route ones and builds a fair number of cities, they win the game. There is simply too much free gold production with zero cost to worry about.
Going to see if I can address that somewhat.
Second is the issue of food. The game starts at a pretty good clip for growth, but then quickly explodes in size. I really enjoy population booms, but they need more negative cost associated with them. More often than not, buildings like the Police Station will cause a big pump in population, and instead of costing me anything, it actually increases my GPT as well. I end up vastly rewarded for growth, because half the growth buildings also give me gold per pop or science or culture per pop. You just hit a spot where you never ever have to worry about anything other than outproducing the AI to wonders, because the buildings take care of everything else.
Generally true. I can see how some of the buildings might not cost enough maintenance, especially the more traditional social/government buildings, so I may look at giving them maintenance costs that reflect per population. That may be a pretty good system that kind of also reflects the real world aspects of population growth. More people = more prisoners/patients/etc.
However, I may need a way to further incentivise those public buildings since you don't really see a city anywhere without them to some degree.
I think the easiest solution to this is to have buildings that have more than flat costs. If I can build a building that gives me mega-happiness and growth, maybe have it cost me 1 gold per citizen per turn. Suddenly, I am looking at -20+gpt per city it is built in.
lol, funny I thought about the same thing before reading that part of your post.
-20 is a bit soft though as many buildings already have maintenance that high starting in industrial. I may try something like -3-5+ gold per pop for some of them. On a 70 pop city your prison suddenly costs 200-350 gold per turn. Just a matter of getting the bonus right, which may be harder than it could be since I am missing some schemas that would make things like prisons and hospitals act as more than granaries.
If they had added crime and health to the game it would of course be easier. I will figure something out.
There in its essence is my biggest gripe with the mod. It eliminates almost all need for choices. I can throw my city anywhere because every tile is going to give me great returns. The only thought process for buildings is which one do I build first, because I certainly am going to build every single one of them.
In terms of tiles, I would like there to be a triumvirate of choices mostly based upon surroundings. Is this a production city, a food city, or a gold/science city. Unfortunately Civ 5 lacks some of the mechanics that made this more a part of the system as it was in CtP.
In general though, if you see a hill, you mine it. Or maybe farm it... maybe. Or possibly gold, but only if you are going for a certain gold strategy.
Buildings, well you do build all of them. Generally. Pretty much every city is going to have a hospital in it sooner or later. I don't feel that is a matter of choice, that is just how civilizations grow. Your choice here lies in whether you build it before a number of other buildings.
Where I really want you to choose is; "what is this city's purpose going to be?" In CtP, if you saw a city with 3 or more of a single trade good nearby, it was an economic hub. If you had a city next to a mountain range, it was going to be a production power player.
This obviously doesn't sound like a lot of choice, and in some ways it isn't. But it isn't so much about choosing which building to build or not to build. It is about growing an empire and how you leverage the land and resources you are given against your enemies.
Eventually as I add corporations and more national wonders(and fix certain bugs with national wonders), you will make more decisions toward specializing your cities.
In CtP the choices lie more in the grand strategy than in micromanaging cities. Civ 1-5 are pretty much about micromanaging city states.
CtP is more about micromanaging empires and war machines.
Everything short of a bank should have some manner of financial hit. If not, make it hurt production or happiness. If you cause players to make choices, you will have a game with far greater re-playability.
I would tend to disagree here, as most systems throughout history tend towards the capitalistic. If a building exists it will either be public funded such as a hospital/prison, or it will pay for itself through sales and production.
So my view towards buildings is to view them both as a source of production/food and a source of gold in the form of tax revenue.
Public buildings such as science/culture/growth probably could use more of a financial cost though. Everyone knows the game is way unbalanced on the gold end. So have some patience.
In vanilla, there are many ways to win, albeit dominated by the ICS strategy. However, there are clear alternatives, like a small number of cities going for culture. In CTP, the only strategy is GROW GROW GROW, because if you do, everything else takes care of itself. My size 50 city will produce more happiness, culture, science AND gold than my size 5 one. If I have one suggestion it is this: have your buildings do one or two good things, but at a cost of something else.
You also have to realize that I am still deep into the implementation of vast systems. The game is unbalanced post renaissance, which is evident from many posts. You can expect much more balance coming in the future. I haven't even touched civilizations or social policies yet. They are obviously mostly useless at this point.
Though, even in the current state of the mod, I can easily go OCC or maybe 4-8 cities and mop the floor with all the AI on the map, militarily, scientifically, etc. Having 50+ cities is far from the only way to win this game. You would definitely be in some trouble in CtP with only 10 cities or less. That isn't the case in this mod.
But in general, CtP kind of is about GROW GROW GROW. That is part of what made it great. You were more interested in creating empires than you were about what any given city was doing.
One of my fondest memories about cities in CtP revolves around looking at any given map and seeing a vast mountain range somewhere in the middle of my empire with cities snuggled all around it, knowing instantly how important that piece of real estate was to my future war machine.
Long story short; this mod is far from finished, and it isn't called the CtP Project for nothing.

Thanks for the feedback.