Not at all yes

I get you I was never the type of guy to bother so much about these things, but once you step into the domain of high difficulties you can't avoid checking that everything is running to its best. Yet I agree, lower difficulties are still fun and very relaxing. The main reason to play on high difficulties is not only that the opponents get stronger, but also that it forces its system upon you, you don't get many bonuses so you have to go use whatever the game throws at you and carry ahead with it, because there's so much variety and pretty much any strategy for any scenario on which you find yourself, it's very entertaining to try to succeed into a world where everything can go wrong. In lower difficulties you'll usually be able to attain victory even if you make countless mistakes along the way, can't say the same about the opposite case.
That doesn't meant it's a necessarily superior experience, just that it's a very different one. They're very distinct from each other in the fact that you just can't apply the same strategies expecting the same results. I went higher as soon as I got bored of playing on noble and prince, but I'm sure that once I reach deity and manage to master it (probably in 50 years lol) I'll just go back to settler and continue having fun. You should do the same, no reason to change what already works right?
I just want to take a moment to thanks this amazing community we have playing this mod. On every, and I mean EVERY other online gaming community I've played on for the last 10 years, trying to even suggest that I'm playing suboptimal (or no-meta) and that I'm okay with staying in lower difficulty would have me flamed and taunted to oblivion. Here ? Your answer is amical and supporting.
Thanks you
Smartmap do give you a lot of single-tiles of coastal water - I'm not so sure about the RI Planet_generator - mostly because I can't remember - but also because it doesn't matter for me as I only use those map-generators to make a startmap I can "work" with as I want. My maps are all "handmade" and that "job" often takes 10-12-14 days before I'm satisfied. This "strange" feeling I have for my maps - that they have to look nice (call it beautiful - that might be a better word) is also the reason why I want to have both the original CoastalWalterTile and the new Freshwater Lake. They look different - they have different yields - and the features have a lot of settings the terrain doesn't have - it's "just" to find a good mix.
I would love to play such fine-tuned map myself, but I just can't push me to do it myself : discovering the map is one of my favorite part of the game, be it early on foot with my surrounding or later in Renaissance with world exploration and finding new continents / islands. Having to manually edit each map before playing it would void that. But it does make me wonder : would there be a way to add some of yours (if you are willing to share, of course) map into the base files just like we have scenario ?
I'm asking more for the sake of it / for the others, as I'm already investing too much time in R:I to justify a new game before a few years, but it sounds cool just to imagine a file with a few dozens handpicked maps.
Nothing RI ever changed. Probably a vanilla thing, probably stemming from the fact that Wonders are being competed for, so the game "activates" it at the beginning of the game turn (not an educated opinion, just a guess).
Yeah things tends to happens in a certain order at the beginning of your turn. I just had a bad surprise with that : I was building my 2 last Monastery on my newly obtained cities, and was in parallel researching the Humanist Thought (which make those building unconstructible). Well, despite having the building supposedly "finish" on the same turn that I should discover the Tech, the Tech was still considered discovered "first" in that turn, and I've had a pop-up telling me the production of my monasteries couldn't finish.
Maybe. But generally, they are cheap for a good reason. You are supposed to have a lot of them - and that definitely goes for the per unit increase. Irregulars should normally form the bulk of your army.
Does Irregulars cost less in maintenance/gold per turn compared to regulars units ?
I'm usually going for Regulars units everywhere in my cities, as I found Irregulars to be quite weak and easily destroyed by an invading army. I only use them to flood ennemy lands with numbers at the start of an invasion.
I get that I could have "more" of them in my cities to compensate, defending by numbers instead of quality, but I'm already struggling with gold as it is, so if Irregulars needs as much gold to maintain than a Regular I'm not sure it's worth it.
Also : Logistic. Is it really a good idea to have 15-20 Irregulars instead of 7-10 Regulars in a city ? Would the number compensate the Logistic malus ?
I don't know; I have to digest this one properly. The balance implications need to be considered. Also, my previous statement on them was far too Euro- and China-centric, and it was not quite as universal as I made it sound. Many other places, such as the Eastern Mediterranean, never saw prominent battle axe use.
I think that having skirmisher + spearman + barracks + autocray already made Bronze Working quite a worthy tech.
Putting axeman on a separate, later tech seems the best move to me : they are costier and stronger, making them the "best" unit of their era. It's only logical, from a gameplay perspective at least, that they come after.
Again, why? Transfer of ideas happened much easier than transfer of bulk goods - for instance, writing has only been separately invented 2 or 3 times IRL, everyone else got it "through tech transfer". And separating trade routes from resource trade is just weird - if one can transport strategic quantities of ores or stone, other goods should definitely be possible too.
I think it has more to do with how the world map is. As desert/tundra doesn't harm units, and AI seems to be eagier to open border with everyone, there is no real obstacle for a korean scout that want to go to spain or south africa.
But as you said, it's more of a "we people don't think ancient egyptian would trade with far-east civilization" whereas real world says otherwise.
The size is only used for World Maps and it's intentional that it's more punishing, as those are more resource-dense than a typical random map and as such the relative value of a single city is higher.
I knew it ! I was sure there was something fishy about how much of

/

I had in my empire !
So... Todo list : one point higher in difficulty & a random map with less ressources.
... Also start a twitch account or something so I can somewhat justify the numbers of hours I spend on this game.
