Hi, I implemented some further changes in my own version of the Realism Invictus. I will write them down and I hope those ideas will help developers improving the game further:
1) Most strategic resources now also appear on forests, jungles, savannas and swamps
2) I felt that Technology transfer by capturing a city was too meek so I modified the Tech conquest script. The

you get from conquering another city is influenced by a) the size of the city, b) the cost of the technology.
The influence of a) should be more significant than the b). So I decided:

science: from Conquest) = C * (Size of the city)^a * (Cost of the Technology)^b + (Some Random Number)
After playing with the numbers constants. I found the results satisfactory with C = 1, a=1.5 and b=0.5; (Some random number) is something between 0 and 150*(Size of the city).
I implemented the following:
fTechBase = float(pOldCity.getPopulation()) ** 1.5
fTechBase = fTechBase * float(iTechCost) ** 0.5
fTechRand = float(gc.getGame().getSorenRandNum(100, "TechConquest")) * 1.5 * float(pOldCity.getPopulation())
iTechPoints = int(fTechBase) + int(fTechRand)
Some examples:
If you capture a size-5 city in classical times, you will get around 75% of City Planning.
If you capture a size-10 city in medieval ages, you will get around 67% of Pharmacy and Botany.
If you capture a size-3 city in same conditions, you will only get 10% of the same tech.
If you want to get machine tools on one strike, you will need to conquer a 22-sized city in industrial ages.
In other worlds, you will get a significant portion of a tech, if you conquer a decent city in each era.
3) I was never hurrying anything so I changed the

to

hurrying rate from 5-to-1 to 3-to-1. (Maybe this was overkill and 4 to 1 would have been better)
4) I added some prerequisites to some techs: Polytheism -> Literature, Theocracy->Divine Right, Dualism->Theology, Ritual->FeudalContract, Explosives->Patent Rights
5) Science Works (Enabled->Obsolete): Alphabet->Algebra, Paper->Astronomy, Critical->Patent, Physics->Electricity, MChemistry->Nil, NuclPhysics->Nil
Since the go obsolete, I boosted their bonuses.
6) I boosted the revenue from the trade mission for Great Merchant. I think such a change was necessary. Now on the XML, the Base Trade is 600 instead of 500, Multiplier is 400 instead of 200. Now, you get a minimum of 1500

with intervals of 600

. I managed to earn 5100

on late middle ages for instance (Distant large city on another continent).
7) I decreased the cost of first techs on the tech tree. I am considering increasing the tech costs of early renaissance techs.
8) Since I consider theater as an advanced building (which is also expensive), I gave it only +2

but +25%

(pavilion is now cheaper). Since large cities are more affected by percentages rather than raw bonuses, you will more likely to build a theater in more advanced cities less and likely in other ones.
9) Culture values of earlier wonders are slightly reduced. After 1000 years their

is doubled anyways.
10) Watermills get +1

from mechanical engineering instead of Levee. Levee gives further +2

and is also a fresh water source. So the city with levee spreads irrigation even it is on a hill. Hydro Plant requires Levee.
11) Tax office and toll houses are built faster by legislator leaders.
12) Clock Tower is an expensive building that shows how advanced your city is. It boosts your

and

by 5%.
13) I nerfed the trapper lodge and lovischche by -1

. I nerfed a lovischche with fur by further -1

. I nerfed fortified monastery by -1

.
14) Cost of Shortswordsman goes up with 6%; Levy with 5%; Irregular, Conscript, Paramilitary with 4%.
15) Cost of Unique Units go up with 15%. Otherwise they are too easy to replace which I don't like.
16) Barbarians: I slightly reduced the spawning of barbarian units but slightly increased the spawning of the barbarian ships and cities.
17) I felt like boosting the Golden Age. It now gives +2

and +2

, +200%

. Whether it is early game or late game, the golden age now is an attractive option. I also wanted to do humanist leaders and the owner of Mausoleum of Mausollos a favor.
18) Normally, wonders stop generating

if they are captured. This was not the case for Isthar Gate. So I changed it.
19) Grand Arsenal gives +100% ship production
20) Manor is destabilizing and decentralizing. Therefore it increases the maintenance cost by +20%. A nice counterbalance for the enormous

bonus from farms. And peasant servitude is now not very good if your empire has grown very large.
21) Courthouse gives +25%

. Now you may consider building it in your capital city to get a small bonus of +1

. But to counterbalance this new effect, jail only gives +25%

instead of 50.
22) I decided to solve the problem that AI ignoring Aesthetics by giving the the first discoverer a great artist (like music). It worked well.
23) Caravan house gives +1

to settlement, bedouin camp, ksar.
24) Academy provides one scientist slot. I felt this change was necessary, otherwise the scientist generation was too slow for me.
25) Mausoleum of Mousollos gives +2

for quarries in every city.
26) The Mayor's house giving an unemployed citizen was a lovely feature, so I brought it back
27) I also implemented other changes for some wonders, buildings etc. Now I am working on optimizing the religion civics and the merchant prince civic. I also have some further ideas, but I'd like to discuss them another time
