The patch has jumbled some things up, so I will be working on that today.
Current problems:
Broken text strings everywhere.
Broken or conflicting building file.
Possible tech tree issue that causes you to start with a powered infantry(not universal).
If you see any other problems, please let me know.
Hey Decimatus!
I like your idea about really wanting the industrial area to feel like an industrial revolution, but why make it like that?
I rather create my own civilization which has economical/production booms at different times than what history really had. Maybe I'm missing the point, and if you like it like that, its fine, but why not make it feel like we are creating our own civilization with downs and ups. Like I think it would be a great idea to have 3 different branches at the start with different techs at the beginning that go off from there. You wouldn't switch You would pick one tree and stick with it. This might be hard to implement, but in my opinion it would be cool. Also, you could put in a system like Random Events Mod where you can have natural disasters, depressions, civil wars, revolutions, etc. Civil wars and revolutions would be hard to implement, but it would be very cool to see. Then again, maybe I'm missing the point and this mod is supposed to recreate history, but those are just some things that would be very nice to have in this mod.
The industrial revolution is a pretty clear point in history where every nation with industrial technology began exponential growth of their production capacity. Some nations hit it sooner or later based upon when they learned and/or adopted the technologies.
It is one of the main reasons why we went from having wars in the 19th century with tens of thousands of rifles and cannons, to fighting wars in the 20th century with hundreds of thousands to millions of tanks, artillery, aircraft, ships, etc.
Wars that cost a hundred million lives weren't really possible before the industrial revolution.
Creating a handful of unique main trees might be interesting, but it would be an amazing amount of work.
The latest patch supposedly added rebels to the game, so I will wait on doing anything with that until much further down the line in this project. CtP had a system where if you stayed below 72 happiness for a certain period of time it became more and more likely for parts of your empire to break off as either another civ or barbarians. Also, there was an AI Entity wonder that removed all unhappiness from your empire, but had a chance to enslave your empire every turn. It pretty much enslaved your everytime, sooner or later.
Ok so this playthrough was terminated after steam auto updated with the latest patch. No matter, I actually managed to capture all his cities and left him with his capital. His downfall was his failure to upgrade his units. He had the technology and the money, about 20000 gold, but he didn't do it. When I got rifling I upgraded the massive horde of pikemen I spent the last 10 turns building and went in. He didn't stand a chance. Had he upgraded his units it would have been different. Then again this is a problem in Vanilla Civ5 as well. I don't think your mod is to blame for that.
Supposedly the AI will upgrade units more often after this latest patch, as well as delete obsolete units.
I
wanted to touch on culture bombs. You actually increased the radius to two and left the cool down to 10. During our 700 years stalemate in the mountains we must have used culture bombs about 5 times each. Since great people are more abundant now I'd like to suggest 1 radius for culture bombs and increased cool down times. He actually culture bombed the city states in his vicinity and left them with no land tiles at all.
The cooldown should be 5. It was in all my play tests anyway, and I use culture bombs quite often.
And I lowered the GP rate, so perhaps that will have some effect on the quantity of GP' you spawn.