5) Changed Sudanese terrain to discourage Arabian settlement there. So far, they still continue to settle there . This leaves me with three options: (1) Further nerf Sudan; (2) Change Arab stability maps; (3) Give them a settler further west so that even if they settle Sudan they will also settle the rest of North Africa.
6) Added a city to Morocco (Tingis), made North Africa Byzantine.
Now that I think about it there isnt a problem with Arabs settling Sudan (PS: you did change the cityname for Al kharijah to Al Uqsur). The main problem is that they do not settle Tunis. I recommend that you take Tinjis out and instead add Carthago. Once the Arabs conquer it the name can change to Tunis.
Why did you add Tinjis. The city is was not that signficant during the timeperiod and besides it makes little sense to add it if the Berbers will be added later on. Not to mention the fact that the city looks disconnected from the rest of Byzantine empire and if i am correct Byzantine rule of Morocco was brief and minimal at best.
9) Arabian troops spawns changed. First, the normal small spawn in Mecca. Then, a small force of Camels in Baghdad along. Finally, a force in the westernmost city the Arabs hold. Total number of spawning troops increased.
I have to admit that I did like one playtest but I am almost certain that this will not solve the problem, all it will do is perhaps alleviate a little bit. The real problem was not that the Arabs needed extra troops or even more troop spawns. As I said before they need their troops spawned in specific locations:
-Take the two 2 camel archers out of the initial spawn; there is no use for them. Instead give them a longbow to initially defend themselves.
-The Camel Archers that spawn in Baghdad should be changed to spawn on a random tile in Western Persia and have city-lemming command going east. Maybe you can even accompany it with some kind of notification on the top saying "The Arab tribes have begun an invasion of the Great Sassanid Empire"
-2 Camel Archers should start in Eastern Libya (west of bengazi) on city lemming going west.
So all in all:
-The Arabs start with 2 archers and a longbowmen in Mecca.
-In 650 ad, 3 camel archers spawn on a random tile in Western Persia.
-Instead of getting 2 swordsmen, The Arabs get 2 longbowmen, one in Damascus and one in Baghdad. This is so the AI or Human Byzantine cannot take advantage of the lack of Camel Archers to defend the territory (this is because previously the Camel Archers camped in the cities which helped against the Byzies).
-In 650 ad two camel archers spawn in Eastern Libya and head west.
Four other things:
-Make sure none of these changes affect 3000 bc start for now. That should be left alone and not tampered with until you move on to the Ancient Civs then you can decide the best method of implementing the Arabs there. But for now this should stick to 600 ad only.
-It would be useful if the Arab AI spawned an archer if it conquered a city in Persia, North Africa and Central Asia before 900 ad. This will help with the conquest a little bit. This is nothing overpowering but it will prevent barb takeovers or Byzantine takeovers.
-I recommend that you add the Berbers/Moors in the near future. This would be a good time to add them as you are working on the region.
-Something needs to be done for the barbarians in North Africa. Impis and elephants should not come but Camel Archers should be spawned after 750 ad to represent the revolts and weakening of Arab power in the region
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