I have a few thoughts:
1. Why can you trade workers, resources, siege units, and contacts for techs? In Bts, tech trading had its own unique strategy. You had to go and check who had which techs to not get ripped off, you had to decide if the tech you were trading was counterbalanced by the tech you were getting, and especially which techs to trade to which civs (for instance you could trade currency to Mansa Musa, but you shouldn't trade rifling to an annoyed Monty). You had two ways to keeps up in techs. You could run a GP or cottage economy, or you could attack other civs and get techs by extorting them for peace. If you couldn't keep up by yourself, (on higher difficulties) you could "beeline" a much more advanced tech that nobody else had, and backfill your own techs by trading it around. By allowing us to trade other things in exchange for techs, all that strategy gets thrown out the window!
Expanding is now the best possible strategy, because you can now trade your resources in exchange for techs. In the vanilla game expanding hurt your economy initially (as it should have), and you had to make each city start paying for itself as soon as possible. Now I don't even have to research anything at all, because Mansa is giving me techs for my sheep and pigs!
I actually skipped the ancient era entirely because everyone gave me their techs for my resources (I was by far the most primitive, now I'm the most advanced. I don't think anyone has a single tech on me). Worse yet, you can simply promise them resources for techs and declare war the same turn, just like in Civ 5.
2. Why can you trade contacts so early? Think about this. Did ancient civs like Egypt or Persia really get "contact" with distant civs through nearby ones? No. At what time did Europe establish contact with the far east? What technology would they need? It certainly did not start with the discovery of writing. True contact trading should wait until some Medieval or Renaissance tech. And to prevent Europe from contacting China or Zululand too early I think that you should lose contact after a while, and embassies (also unlocked by a later tech) could establish permanent diplomatic relations with them. This is of course taken from RFC which has some great ideas that everybody seems to ignore.
In my earth game as Hunnia, Egypt gave me contact with Mansa, whose cultural borders just happened to be in the right place to contact the Tupi (it was only a standard sized map), who will of course give me contact with the rest of the Americas. Now everybody from Qin Shi Huang to Roosevelt has contact and can trade with each other. That's what I would expect in 1700 A.D., not 3000 B.C. Had it waited until the Renaissance it would have amounted to a small anomaly (South America-Africa trading?), nothing game changing.
These broken game features are large brown stains on the pants of this otherwise brilliant mod. I think they can easily be fixed (without even taking my suggestions.) Just consider them please.
And on an unrelated note, I also think that heroes should be optional.
1. Why can you trade workers, resources, siege units, and contacts for techs? In Bts, tech trading had its own unique strategy. You had to go and check who had which techs to not get ripped off, you had to decide if the tech you were trading was counterbalanced by the tech you were getting, and especially which techs to trade to which civs (for instance you could trade currency to Mansa Musa, but you shouldn't trade rifling to an annoyed Monty). You had two ways to keeps up in techs. You could run a GP or cottage economy, or you could attack other civs and get techs by extorting them for peace. If you couldn't keep up by yourself, (on higher difficulties) you could "beeline" a much more advanced tech that nobody else had, and backfill your own techs by trading it around. By allowing us to trade other things in exchange for techs, all that strategy gets thrown out the window!
Expanding is now the best possible strategy, because you can now trade your resources in exchange for techs. In the vanilla game expanding hurt your economy initially (as it should have), and you had to make each city start paying for itself as soon as possible. Now I don't even have to research anything at all, because Mansa is giving me techs for my sheep and pigs!

2. Why can you trade contacts so early? Think about this. Did ancient civs like Egypt or Persia really get "contact" with distant civs through nearby ones? No. At what time did Europe establish contact with the far east? What technology would they need? It certainly did not start with the discovery of writing. True contact trading should wait until some Medieval or Renaissance tech. And to prevent Europe from contacting China or Zululand too early I think that you should lose contact after a while, and embassies (also unlocked by a later tech) could establish permanent diplomatic relations with them. This is of course taken from RFC which has some great ideas that everybody seems to ignore.

In my earth game as Hunnia, Egypt gave me contact with Mansa, whose cultural borders just happened to be in the right place to contact the Tupi (it was only a standard sized map), who will of course give me contact with the rest of the Americas. Now everybody from Qin Shi Huang to Roosevelt has contact and can trade with each other. That's what I would expect in 1700 A.D., not 3000 B.C. Had it waited until the Renaissance it would have amounted to a small anomaly (South America-Africa trading?), nothing game changing.
These broken game features are large brown stains on the pants of this otherwise brilliant mod. I think they can easily be fixed (without even taking my suggestions.) Just consider them please.

And on an unrelated note, I also think that heroes should be optional.
