This is such a helpful post, thank you very much for going to all of the trouble to research this and explain these individual values! I personally want to turn the merely "known" modifier back on, but I'd also like to reduce the formal tech transfer from open borders without totally turning it off (+40% for only one civ feels like overkill, and as I mentioned before, you already indirectly get a research boost from open borders due to commerce in trade routes with them), and I can't find where that feature is located. (I looked through all of the XML and Python folders, and it didn't seem to be there.) Do you know where this can be found?
Excellent idea making the logistics penalties really steep. I've made that suggestion before but simply didn't know where to modify the values. While it wasn't game-breaking per se that SoDs were still net positives with their various aid bonuses, it did seem counterintuitive to what the mod was aiming to do by implementing them in the first place. I've gone ahead and made the same changes you describe (and I slightly increased the strength penalty on the lower penalties too), and now will start a new game. I'm a bit doubtful that it's going to stop the AI from doing death stacks (which, if true, will benefit the human player massively), but we'll see. Karadoc AI is smart and it's a psychopath, so maybe it will be able to recognize the reduced strength and avoid doing that. We'll see!![]()
I've been playing basically non-stop since I made my earlier post with the supply changes, and I haven't seen the AI send out stacks higher than 10-15 so far. That being said, I haven't made any observations past the Medieval era, as I haven't been able to make it that far yet, lol.
My current game is looking really good, however; still playing as Otto I of Germany, I started on the top half of a continent with just Dravidas by me and a one tile pass at the southern end that leads to the rest of the continent. I forward settled the Dravidians so they couldn't expand, then colonized the vast majority of the small continent I started in. With two perfect spots for dedicated floodplains/cottage commerce cities, and my capital a production powerhouse, I was able to fund a campaign against my blocked off, two city neighbor, and stomped them hard with pikemen and crossbows before they had access to that technology. Tried to re-settle his lands, but the cultural differences caused the city to rebel, so I'm waiting for the culture to flip then I'll settle it. I then sent the rest of that army into the Southern pass, finding my Indian neighbor there vastly undefended; with three stacks of ten, and a six stack of cataphracts, I was able to push through the strait, razing four or five cities in the process and setting myself up for a perfect entry point into the rest of the continent. Not to mention that I now have access to knights, foot knights, Doppelsoldners, with trebuchets hopefully accompanying them. I later figured out that the timing on my invasion couldn't have been better; it seems the Indians had sent an invasion force South just prior to my invasion, so that explains why everything was minimally defended. Trying to go for a domination or conquest victory, which seems particularly difficult in RI. Not sure if I should settle the lands I conquer or just raze everything. Maybe settle high commerce spots first? My civ is already pretty large, and I'm worried that further expansion will cripple my economy/cause separatism, but I'd like to keep up the war momentum before my rival civ can catch up. Attached my current save in-case anyone is curious. Definitely having a blast this time around!
Playing Monarch with raging barbs probably made going for founding a religion a bad idea. I played whack-a-mole with an endless onslaught that eventually got the better of me, and of course, I had some bad combat rolls, but it happens. The engaging challenge of this game makes me like it all the more for that: the variety of barbarian unit types, the tactical decisions of "do I move off of this hill and lose my fortify bonus to bait the barb archer away from my city while its defender heals?" and such really make this a lot of fun to play. Even though I got wiped out right at the beginning, it makes me like this game even more, because it really provides a thrilling challenge and there aren't really any exploits that you can comfortably rely on and keep it from being that way. Too bad though, because the map was beautiful and I had a fun time trying out the Dravidians. I loaded a new game as South China, and check out this start! Can you say pastoral nomadism? 
