I'm trying. Having problems. I've lost extensive tracts twice. Half the time I try to post I am told I am signed on as a guest.
Analytical AI: . Humans like mods because they do better since they get a human advantage from being able to analyze, whereas AIs tend to try to use the vanilla strategy even where it is out of place, unless reprogrammed for the mod. Just as the AI can be programmed to build a settler when it has a surplus gold cashflow, or to take militarily aggressive actions more often than not, it could be programmed to analyze the current mod rules, ie backwards plan from a victory strategy and flowchart a course to it from the current situation, ie do I have bronze or horses.
Multiple Map Capability:
Having more than one map per mod, with limited movement and trade between the maps possible.
The simplest form of this would be the planet map. If a certain unique unit is in a tile, then any unit in that tile can move to a different map, created by the mod maker and included in the mod folder. Similarly, units on that map can move to whatever tile on the first map that the map-associated-unit was associated with. Call these branch maps "planets."
To make this more advanced, you could have Planet types, which have certain selected map types (cold/wet/lakes, continents etc...) possible to them, a limited set of terrain types, a limited set of resource types, etc...
Resources and terrain tiles could be associated with planet types, rather than just unique units. Or cities. You could have certain standard prepainted maps, which are nevertheless map types, since they are used over and over and each iteration is unique, with different special features and units. When a player unit first goes to a given map it is generated.
Finally, there is the layer map. Each tile on a layer map corresponds to an associated tile on another map. Layers could include underground/undersea, surface, for air, even low and high orbit.
Of course all this adds a lot to processor demands.
Random Techs: Various possibilities
a. Tech costs are randomly generated at the start of each game within modder defined ranges
b. Tech cost and prerequisites are randomly generated at the start of each game within modder defined ranges. You only see the prerequisite structure and costs of immediately researchable techs. For example, we don't know whether Nanotech or Genetic Engineering will lead to Immortality Treatments. It might take both, or may take something completely different and both of those are irrelevant. All we know is that Nanotech and Genetic Engineering are the next things we can look into now. Immortality Treatments is a future goal, not an immediately lab ready research project like genetic engineering and nanotech.
c. Instead of a tech simply costing a certain number of test tubes it costs a given number of test tubes only on average, with actual research success being probabilistic. Every turn the engine randomly determines whether you get a tech you are researching, with the difficulty of the tech decreasing probability and the number of test tubes you are producing increasing it.
(A couple of comments on this: it wouldn't be that demanding, like calculating culture for each tile. It's one operation per civ per turn. And a really simple way to do it would be to simply have test tube generation be multiplied by a random number for each civ each turn, except if the random numbers are distributed exponentially, so there is a ten percent chance of a 10x, a 1 percent chance of a 100x, etc...)