the ai seems to be keeping pace, noticed that i am only now catching up to them tech wise - they were churning out wonders at high rate, wonders which the tech was many lvls from me still. but now that caught up, notice that they are not building as many any more (at least, i'm not getting as many popups of late)
still waiting to get in contact though - lots o ocean and still on triemes

the tech for the caravel is far away
perhaps an intermediary ship type is needed? like a 12th centuary european hulk or cog?
I could add another ship, though I don't really want to add one that can cross oceans before the renaissance era, which is what you are asking for I think.
I like the golden ages thing with the food. I was also thinking about how civ 4 GA boosted great people generation. I guess that would be a little much with the pace great people come anyway, but what about providing a percentage boost to culture? Just something to think about. It would probably be more feasable when the governments are introduced.
Golden ages do increase GP production, though it seems like it does it under the table since it doesn't tell you about it.
Wouldn't you just turn up the <NukeDamage> or maybe its more complicated
No I think it may be that easy, I was just saying, it won't look as pretty as a 100+ megaton nuke.
The AI still doesn't grow very large cities, still spamming trading posts all over.
Have you noticed random AI cities that are large, and have lots of farms around them? It seems like 30-40% of AI cities in my recent games actually had some farms around them.
I love the Civil Engineer. I love seeing all those cranes out there. A bit pricey though. Could you make it so that it builds any improvement in one turn? This way the bang for the buck would be excellent. By the time he becomes available the strategic advantage of fast building is pretty much gone as you have already connected all your resources. It would only ease the clean up operations, especially after conquest.
I suppose I might as well. I can increase it from 250 to 400 work rate. If I ever implement upgradeable improvements I will have to rebalance it anyway.
Also I'm not sure but it seems like the Civil Engineer dies when captured instead of turning to your side. Is this intentional?
I have it setup for Capture UNITCLASS_CIVIL_ENGINEER. If they are dying instead, I may have to look into it.
About the Tech Tree. This is from several playthroughs. I find it odd that you can build catapults before discovering Iron Working. Any way around that? Also iron is so important in the early game, have you considered revealing it on the map with the discovery of mining? Several balance mods have already done this.
It would be tough to put cats after ironworking, but if I revealed iron at mining, then cats would be in line with it. It may not be perfect, but it might feel better. I kind of like the idea of iron appearing with mining anyway.
Lastly about the Tech Tree I find the way Chemistry and Dynamite are so close together pretty much renders cannons useless. Why bother with them when Artillery is only a couple more techs away? I'm afraid I can't offer a solution though, the Tree is pretty hard to change in that particular place.
I think you are right.
I can move cannons to gunpowder and put a building or something on chemistry. Or I can find a way to attach sci theory to dynamite so that the AI has another series of techs to go through between cannons and arty.
I like the more expensive buildings and units in the industrial era. Stuff doesn't build in one turn anymore, more like 5 or 6. Now a word of caution from what I've seen with other Mods. When you make things harder for the player you usually end up making things impossible for the AI. I've seen this with several city defense Mods where it became impossible for the AI to take cities.
Unfortunately your latest changes had a similar effect on the AI here. In combat once I took care of the AI's standing army it couldn't buy or produce units fast enough to offer any kind of resistance. Sure decimating it's armies would take several turns but once that was done there was no turning back. All that was left to do was capture workers and steamroll cities.
The AI doesn't build large enough cities to keep up with unit and building costs. The more the game went on the worse it got. Even if the AI was technologically on par with me it just couldn't make or buy enough units. And this was with no unit maintenance too. The only way around this would be to manually change the handicaps to give the AI bigger production boosts. However this would make the early game very though, almost impossible, especially on Emperor and above.
How long did the AI stay technologically on par?
I doubt unit maintenance would have made a difference. Gold values are still way too high compared to costs.
Changing the handicaps is something I have been leaning towards more and more. I don't mind emperor and above becoming near impossible. That is why they are there.
I know a lot of people really dislike AI that have unfair advantages, but I prefer AI that stands a fighting chance to one who rolls over like a wet noodle. So, perhaps starting on King and above I will give the AI some growth, production, gold, and research generation bonuses. Especially growth. Start small and increase as needed. May not make it in for V9, not sure.
So all in all I love the latest V8. If the AI wasn't as dumb as a sack of hammers it would be even better!
Glad you like it. The AI will get better eventually. Either through jerry-rigging, or intervention by higher powers.
One of the mods you are playing with generate this error
Yeah I haven't heard of anyone else having that issue.