Why would it require "a significant amount of programming". And iGoldModifier is already in the schema too. I plugged it into EraInfos set at <iGoldModifier>100</iGoldmodifer> for each Era and then started a new game. It loaded fine and I've played 11 turns so far.
Next step will be to up the amount to 150 and see what happens>
If it's already programmed and it wasn't in the schema, that's very irritating, not from you but to think something would be programmed but not be included in the schema... smh.
Just putting a tag in the schema does nothing but allow you to use it in the XML without an error coming up. You can do all that and have it have absolutely no effect because the DLL isn't using it. That's where the rubber really meets the road.
I've been looking at this savegame... wow.
So far my diagnosis is that in the late era, a little crime can go too far. The AI can adapt to the need to control its properties pretty well unless it starts getting out of hand too quickly. At which point, other priorities conflict and the slow ability to react lets it get out of hand too quickly. There may also need to be some reluctance programmed into the AI to build heavy crime creating buildings for those apparent gold benefits. This may infuse too much crime for them to address in an appropriate enough time frame if they suddenly build them all over, which it looks in many cases like they have or are in the process of doing.
Another issue may have been that police stations were obsoleting which was causing trouble for the police precincts and that's another major issue to resolve further than was recently resolved. This was leading to the AI having no access to building effective policing units to counter the era's crime waves.
The HUGE amounts of unhappiness and unhealth are coming from these unchecked crime waves. The strength of crime buildings in this era is tremendous... up to +30 unhappiness in all cities from some crimes. When many cities get this, you can see how it compounds and compounds and compounds. You simply cannot build enough to counter this kind of pain.
Part of what's happening is that later crime and LE units have stronger effects, thus in the later game, getting crime levels up to 6000+ is not all that out of line with a growing imbalance of power with criminals getting the upper hand. When the worst of the worst stuff is happening at 2000, it doesn't take much of that imbalance of power in the later game to trigger every crime in the game in every city they have AND there's SO many of those horrific buildings that cause cumulative national pain.
If as the game goes on we have crime buildings more and more prepared for there to be a wider potential range of crime then we give nations a fighting chance.
We may also have to take another look at the 'operational range' setting because perhaps the AI is giving up on the 'hopeless' situation when they really need to be freaking out seriously about it and doing all they can to address it. I might also need to figure out how to get them to start building more LE units locally when they start having a national problem with crime like this... they're trying to limit themselves to building LE units only where they are going to get the best LE units trained. This elitism works great for war and to keep them from overtraining some units but in this case, it's causing them to react a little too slowly.
For a lot of these nations, the problem got so severe that they have lost access to any decent crime control measures and it's just become a serious runaway forestfire for them where there's so much national unhappiness everywhere that people have starved out... it's really an apocalyptic nightmare and in many cases it even shows that with the crowbar guards that they're trying to train to respond to this. In some cases, only canines are the best selection left.
I'm thinking the barbarian flag units that are showing are actually criminals but its possible that crowbar guards are HN as well? I dunno.
I don't see an overflow here... this is just a multipronged problem with excessively painful crime design and some display for the need for some further AI work. That AI work is much harder than letting the assumed operational range of crime to expand as the game progresses though.
It would've been good to track the progress. Another thing I'm seeing, slavery should've been left long ago by a number of civs. Their hanging onto it too late is a big problem for them. I'm not sure there's effective enough AI for triggering the desire to train a judge who can remove the worldview that becomes poor to continue to maintain, and to use it to do so.