Human player vassalizing to AI is something I'm not against but I would have to look into the technical or gameplay reasons why it's not already possible.
I will also see about how the human player can go about catching up in tech for Iroquois.
Large New Patch
This will definitely brick saves.
I've added 7 new techs, or an entire tech column, in the Middle Ages, to bridge the gap between the Early Middle Ages and the Age of Exploration. As a result of Epic speed, extra turns that were added, and the spawns of nations like France and Spain that were pushed back, I feel it is adding something worthwhile and prevents colonization that is way too early if the AI happens to beeline for a specific tech, which is not a deterministic behaviour, even if it can be ameliorated by manually setting tech priorities.
One new unit: Templar. A Heavy Cavalry very close to the Lancer, requires Knights Templar corporation to be present. No city attack/defense penalty and can enter desert.
Existing units, buildings, wonders, promotions and other tech bonuses were divided into these seven new techs, with nothing being added to the game other than the Templar unit.
Existing late antique, medieval and early modern units have had their tech requirements altered, and in some cases their stats tweaked, like for Longbowmen and Arquebusiers.
The most significant change for units is to convert the Arquebusier into more of a skirmishing unit, like the Skirmisher and Longbowman. It will now require pikemen units to keep it safe from heavy cavalry. Many if not most Arquebusier UUs were not affected by this change, since they tend to represent more frontline units, or units that deploy field fortifications, like the Ottoman and Russian arquebusier UUs, or the Tercio UU, which is a joint pikeman-arquebusier.
Full Notes:
- Add 7 new techs to the early medieval era. This is to increase the time it takes for civs to get to the colonial era, without nerfing their techrate in the later ages.
- Nobility renamed to Recurve Bow
- Feudalism renamed to Nobility
- Culture production moved from Artisanry to Patronage
- Swordsman moved from Bloomery to Artisanry
- Light Swordsman is now a mainline unit for a longer period
- Most Swordsman UUs have an earlier tech requirement, either bloomery or another early tech
- Other changes can be seen from the accompanying tech tree screenshot, or by browsing the tech tree in game
- Rebalance many late antique, medieval and early modern units and their associated UUs.
- Rebalance starting techs for Medieval civs.
- Byzantium: less starting gold, slight research rate nerf
- Arabia: research rate buff (no longer needs to be nerfed as hard since the Arabian Empire splinters into a lot of civs)
- Buff England (Normans) AI starting units, so they're more of a threat to France and could cause more 100 Years War-type damage, to mitigate French blobbing
- Fix location of Citrus in Southern China.
- It was supposed to be for the region just north of Vietnam rather than in the Sichuan basin.
- Rather than spawning in 800AD it's there from the start.
- Minor tweaks to various modifiers for many civs.
- East Asian civs have a larger penalty to choosing to research Cartography.
- Convert Hungarian steppe terrain into plains (better tile yield).
- Spain's first respawn period goes to 1600 rather than 1300. The second period is now 1815-2020
- Xia (and other East Asian civs) now much more likely to found a city on Beijing's site
- Add Templar unit. Requires templar corp.
- Tweak some civic bonus values.
- Hanseatic League less likely to spread to France, especially inland.
- Hanseatic League now requires Compass rather than Guilds
- Replace Celtiberian Madrid with Celtiberian Pamplona.
- Remove fall date from Anglo-Saxons. If not conquered they should be allowed to persist.
- Give England a siege unit for every 2 lancers in its assault fleet at spawn.
- Increase cargo space of the cog by 1
- Khmer buff.
- Move Portuguese crab one tile south, where it's less likely to get flipped by Spanish culture.