Ok, so I guess Ill start with all the changes required for the Arabs as agreed upon:
Terrain Changes/ City Placements:
Edit: I previously suggested moving Tebriz one tile north but the following might be a better idea; nonetheless the map changes and screenshots are still present at the end. You can choose whichever idea you like best (or none at all for that matter). The basic point of this suggestion is that the Early Middle East does not become as crowded as Europe while lacking the similar resources. Specifically so there are not 3 cities overlapping Baghdad in the early game. If Tabriz can be founded later on than that would be fine as my idea below demonstrates.
A) -Tabriz should not be founded by the Arabs that early it is too close to Isfahan and Baghdad; which results in all three cities useless and bad for gameplay; currently Tabriz seems to always be the first choice for the Arab settler that spawns in Baghdad; the city is settled somewhere around 70-90% of the time
-I suggest that you lower the value for Arabs settling Tabriz and instead encourage them to settle Isfahan . As recommended to Leoreth, I think that Isfahan should be the city founded by the Arabs and the Safavids should spawn in Tabriz (right now it is the other way around with Tabriz being already founded and the Safavids spawning at Isfahan). Then in 1600, there can be capital change enacted for them. This would also be historically more accurate as the Saffaviya movement started in North Western Iran and Tebriz was the first capital of Iran.
B) In the game Upper Egypt/ The Sudan is an extremely food rich area which is simply not true. I have had plenty of games where Kharijah was a larger than Cairo. On the contrary, while the Sudan was rich in gold, incense and ivory in the middle ages it wasnt that rich (agriculture wise) nor is it now. So I have made a couple of terrain changes; I don't recommend that you use them on the 3000 bc map since it might make Egypt and Ethiopia unbalanced but they are definitely applicable for 600 ad map. Here they are
(The terrain changes for A and B can be found in the attachment below):
As you can see the following changes were made:
1) A couple of floodplains were removed from the Sudan.
2) The cotton in Sub-Saharan Africa was tranferred to Egypt; this is because Cotton is the staple of Egypt, additionally Egypt was renowned in the middle ages as the cotton producing center of the Arab world.
3) A floodplain was added under the marble in lower Egypt. I see no geographical or historical reason why it was removed. Cairo was on several occasions the largest cities in the world in the late middle ages. While I would not pursue representing this in the game, i think the floodplain will help Cairo grow just a little bit bigger, especially now as it is the capital of respawned Egypt.
C) As you know, with the recent adjustments the AI Arabia always founds a city in Upper Egypt which is fine except that the city founded is most of the times called Al-Kharijah. It would be extremely inaccurate to name the city on the west bank of the Nile into Al-Kharijah; It should be called Luxor (Al-Uqsur in arabic). Al kharijah is a meagre oasis 350 km west of the nile while it is Luxor that should occupy that tile. Not only is it more accurate but also because Luxor is the single most important ciy in Upper Egypt/ Nubia.
(i have already made the change, u can download it from the attachment below)
D) Lower the Settler values for the following tiles in Arabia; because these cities represent Al-Kuwait which wasn't founded until the 1900s by the British in the middle of the desert and b) they overlap Baghdad. Just so you have an idea these are the tiles im talking about:
E) Remove the copper and mine from Cyprus in 600 ad; it really doesnt affect gameplay since Cyprus is not in any cities cross but it does look useless and aesthetically unpleasing.
For Your Convenience, I have already made the map changes/ city name changes which include:
-The terrain changes around Sudan as stated above.
-Changed the road a little bit around Persia (linking Shiraz to a road; just look at the attachment to get a better idea).
-Added the Sphinx and Granary in Cairo and a market and a wall in Tisfun (This is to give those cities just a little added boost).
-Moved the Sheep near Trapezues one tile lower (near Damascus) and added a clam above Trapezues to make up for it; this will not be much of a boost but will make both cities grow a little bit higher which is always a good thing.
-Corrected the name for Al-Kharijah.
-The barb.py is only updated because the Baku spawn was on; i disabled that in order for Tabriz to get founded.
Files can be found at the bottom
But you still have to fix the settler map for the new Tabriz tile and Kuwait in CvRhyes.cpp since i'm having problems with compiling and without compiling Tabriz will still get founded on the same spot no matter how many terrain changes.
Arab Conquests:
Currently the Arab AI gets more than enough troops to conquer the Middle East but as seen in most game it does not do that. This is mainly because the AI just fortifies them or wastes them in Anatolia. The number of troops that the Arab AI gets are the following:
2 Camel Archers and 2 Archers initially.
5 Camel Archers and 4 Swordsmen after city flip.
-The 2 initial Camel Archers for the Arabs are useless. The AI uses them to explore Arabia most of the time. What I suggest you do is spawn them after the flip near Libya and Persia alike. You can give them a command like this UnitAITypes.UNITAI_ATTACK_CITY, DirectionTypes.DIRECTION_SOUTH)
to help them with the direction (East for Persia, West for Libya). So they can spawn west of Alexander and East of Baghdad alike. So what you can do for the AI is 2/3 separate spawns:
-One stack spawns with 2 Camel Archers and a swordsmen on a random tile in Libya.
-One spawns on a random tile in Persia with 3 Camel Archers and moves westwards
-One stack spawns just south of Central Asia and moves north wards with 2 Camel Archers.
(For each spawn, you should give them an area in which they randomly spawn)
And Instead of having so many swordsmen, they should get Longbowmen or Archers after they conquer a city to hold on to their gains mainly from Barbarians.
Note: All of these suggestions should only be for the AI and should not affect Human players as the Human aspect is just fine.
Flips:
--The Arabs have 50/50 chance of making either Cairo or Baghdad their capital; this was great in DOC but should not occur in your mod since you have/ are going to add the Egyptians.
It would make sense that your capital always be Baghdad as Cairo is going to flip to the Egyptians.
--
Flip Damascus to the Arabs as they don't seem to conquer it and that defeats the whole purpose of adding the city.
Both of these features are implemented in DOC so you can just import but I have a feeling that would take longer.
New UHV:
--Conquer (or settle) Mesopotamia, Levant, Egypt, Persia, Central Asia, Afghanistan, Spain, Libya, Maghreb (4 cities minimum) and Constantinople by 900 or 1000 AD. (This represents the Ummayad Empire). The long list isnt really necessary; in a short phrase you can say to conquer North Africa, Middle East, Central Asia and Constantinople.
--Make Baghdad the largest and most productive city in the world and build the Dome of the Rock, La Meszique, Spiral Minarat, Imam Hussain Mosque , an Acadamy in Baghdad (to represent the House of Wisdom) and the Masjid-al-Haram by 1150-1200 ad. (Represents both but mainly the Abbassids)
--Be the tech leader in 1300 ad. (Represents the Islamic Golden Age).
The reason I replaced the spread the Islam to 40% of the world is that with all these extra civilizations it becomes a whole lot easier for that to happen; for example:
-Leoreth has made a partial system where Islam is likely to spread to Indonesia after a certain date; Indonesia grows pretty big.
-Having an Egyptian Civ means that there will be more and larger cities in Egypt (growing Islam).
-You and/or Leoreth plan on adding the Mughals which will make Islam a whole lot more larger with Indias population especially Delhi which reaches 17.
-Leoreth plans on adding a Morrocan Civilization.
-The Seljuks spread Islam to all the cities missed by the Arabs.
In the last game I was playing Islam was at 27% and I could have easily spread it to 40% just by gifting persecuters and missionaries to the Mughals, Mongols and the Indonesians as they were like half the population.
I think my current goals are pretty good, historical and gameplay wise challanging.