First off, I want to say that this is the most amazing modmod ever. So thanks for working on it and allowing us to play this masterpiece! 
I thought I'd give some feedback, so here it is, and I hope it's useful to you. If not, so be it
OoS errors are very annoying. With two players and around 4 AIs, the game runs fine until 200-250 turns are reached. Then we get OoS errors every 5-10 turns or so, and the only way to fix them temporarily is to rehost the game, but then we get another OoS a few turns later. We sort of gave up on playing online because of that sometime in may. A few days ago we tried again with the OoS hotfix DLL replacement. It did not work at all. In fact, the game crashed for me during or just after loading the map in a new game, and then it was an instant OoS after I reconnected. We tried it twice with no luck, so we gave up again. I hope online play can get some more attention, but I can understand that it's not the main priority and that it's a pain to debug.
Anyway, on to in-game stuff. I'd like to see future tech changed. Right now it gives you +1 happyface and +1 health, but what good does that to the most evil civs out there? As far as I know, calabim citizens work harder when they're unhappy with a governor's manor, for instance, and why would any thoroughly evil civ want to improve the life of their pitiful minions? So I propose the following:
Future tech gets split up into 4 techs, all with infinite stages, just like they are now.
The first increases happiness for ALL civs. The second increases health for ALL civs. The third decreases happiness for ALL civs. And the fourth, you guessed it, decreases the health for ALL civs. This would make the future tech a lot more interesting. For example, the evil guys with sacrifice the weak can focus on decreased health, causing all the other civs to slowly wither and die, forcing them to invest in healthcare, the health future tech, or perhaps even force some neutral civs to go evil so they can also have sacrifice the weak.
Now, I know that future tech is something you won't reach often, but this change does open up some interesting new strategies. On top of that, if you play a game where you're allied with a bunch of others (in a 6 vs 6 good against evil game, for instance), then research goes insanely fast, and you can be forced into future tech at 400 turns or so. But in general, future tech itself isn't that interesting either, and this change might make it more attractive to go for, for both offensive purposes and as an insurance against it.
Also, hawks. Hawks everywhere. I've seen cities with more hawks than any other units combined. Not very efficient, and quite useless. This happened on my current game with the Doviello, and if I remember it right, the Clan of Embers as well. I haven't slaughtered any other cities from other civs yet, but there may be more birds out there.
I also wish the AI dealt with the armageddon counter a bit more. Some of the evils do go for Ashen Veil and all that, but they're not aggressively trying to destroy the world enough. Maybe I am part of the problem, but still I'd like them to be more aware of it, and have them try to increase it in any way possible.
There's also a few balance concerns. These aren't very important at all, as I can just choose not to use them in future games. But still, I'd like to mention them.
Blood of the phoenix is WAY too powerful. Every unit you own at that point gets a second life, including heroes. As if one leveled Eurabatres or any other endgame hero wasn't enough. They're practically invincible, and if they do happen to die for some reason, then you just get it back for a second chance as if nothing happened. I don't really know how to balance it, though. It takes a long time to research, which compensates for it, but maybe the ritual cost itself can be increased 3 times or so? Or separate divine essence into two, one for the ritual, and one for the dragons and other units that it gives. Or perhaps give it a turns limit, so that it only lasts for x turns.
The first strike promotions are practically my favorite. 4-8 first strikes, and blitz at the end. This makes your weak units able to sting and perhaps cripple enemy strong units, and it makes your strong units practically invincible unless you encounter a stack of units that ignores first strikes, but you rarely see them.
Anyway, that's it for now. I hope this post is in some way useful to you devs. And again, this mod is amazing and it's caused me many messed up sleep schedules, so please keep up the awesome work

I thought I'd give some feedback, so here it is, and I hope it's useful to you. If not, so be it

OoS errors are very annoying. With two players and around 4 AIs, the game runs fine until 200-250 turns are reached. Then we get OoS errors every 5-10 turns or so, and the only way to fix them temporarily is to rehost the game, but then we get another OoS a few turns later. We sort of gave up on playing online because of that sometime in may. A few days ago we tried again with the OoS hotfix DLL replacement. It did not work at all. In fact, the game crashed for me during or just after loading the map in a new game, and then it was an instant OoS after I reconnected. We tried it twice with no luck, so we gave up again. I hope online play can get some more attention, but I can understand that it's not the main priority and that it's a pain to debug.
Anyway, on to in-game stuff. I'd like to see future tech changed. Right now it gives you +1 happyface and +1 health, but what good does that to the most evil civs out there? As far as I know, calabim citizens work harder when they're unhappy with a governor's manor, for instance, and why would any thoroughly evil civ want to improve the life of their pitiful minions? So I propose the following:
Future tech gets split up into 4 techs, all with infinite stages, just like they are now.
The first increases happiness for ALL civs. The second increases health for ALL civs. The third decreases happiness for ALL civs. And the fourth, you guessed it, decreases the health for ALL civs. This would make the future tech a lot more interesting. For example, the evil guys with sacrifice the weak can focus on decreased health, causing all the other civs to slowly wither and die, forcing them to invest in healthcare, the health future tech, or perhaps even force some neutral civs to go evil so they can also have sacrifice the weak.
Now, I know that future tech is something you won't reach often, but this change does open up some interesting new strategies. On top of that, if you play a game where you're allied with a bunch of others (in a 6 vs 6 good against evil game, for instance), then research goes insanely fast, and you can be forced into future tech at 400 turns or so. But in general, future tech itself isn't that interesting either, and this change might make it more attractive to go for, for both offensive purposes and as an insurance against it.
Also, hawks. Hawks everywhere. I've seen cities with more hawks than any other units combined. Not very efficient, and quite useless. This happened on my current game with the Doviello, and if I remember it right, the Clan of Embers as well. I haven't slaughtered any other cities from other civs yet, but there may be more birds out there.
I also wish the AI dealt with the armageddon counter a bit more. Some of the evils do go for Ashen Veil and all that, but they're not aggressively trying to destroy the world enough. Maybe I am part of the problem, but still I'd like them to be more aware of it, and have them try to increase it in any way possible.
There's also a few balance concerns. These aren't very important at all, as I can just choose not to use them in future games. But still, I'd like to mention them.
Blood of the phoenix is WAY too powerful. Every unit you own at that point gets a second life, including heroes. As if one leveled Eurabatres or any other endgame hero wasn't enough. They're practically invincible, and if they do happen to die for some reason, then you just get it back for a second chance as if nothing happened. I don't really know how to balance it, though. It takes a long time to research, which compensates for it, but maybe the ritual cost itself can be increased 3 times or so? Or separate divine essence into two, one for the ritual, and one for the dragons and other units that it gives. Or perhaps give it a turns limit, so that it only lasts for x turns.
The first strike promotions are practically my favorite. 4-8 first strikes, and blitz at the end. This makes your weak units able to sting and perhaps cripple enemy strong units, and it makes your strong units practically invincible unless you encounter a stack of units that ignores first strikes, but you rarely see them.
Anyway, that's it for now. I hope this post is in some way useful to you devs. And again, this mod is amazing and it's caused me many messed up sleep schedules, so please keep up the awesome work
