12a
In the scenarios all civs are set to Noble difficulty, but there's a few exceptions. I don't know if this was intentional, but it seemed out of place so here's a list of all the non-Noble handicaps in the 12a scenarios, not including the several dozen Settler difficulties which I'm assuming are all Barbarians.
Eurasia XXL 35 - Macedonia - Prince
Iberian Conquest - Iberia - Prince
SecondPunicWar-218BC - Rome - Monarch
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Another one for 12a, but this time it's just an observation and hopefully not a bug...
In all prior versions the AI generally wouldn't start wars until it was low on room to expand or had cities placed near eachother. In two starts on 12a every country I'm in contact with is in a perpetual war with at least one nearby country, all started when they had just 1-3 cities and plenty of room left to expand. In several cases they weren't even neighbours. Did anything change with the AI since 11b, or is this just the diplomacy rng being weird? Building huge armies of weak units that have little hope of capturing a city has crippled the already abysmal job the AI does of developing its economy.
Yeah, the Civ4 AI has issues.
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While I'm thinking of the AI, would it be a good idea to place critical techs in bottlenecks, forcing the AI to take them in order to advance so there's no possibility of an essential unit/upgrade being skipped?
Currently it's possible to get to the Bronze Age and beyond without ever being able to produce Settlers or even getting the Palace.
Make Leadership a prerequisite for Priesthood and Metallurgy. (Metallurgy currently needs Pottery but this is superfluous since both the techs that lead to it require Pottery anyway.)
Make Internal Colonization a prerequisite for Astronomy.
Start all civs with a build item that gives 10-15% Research/Gold/Culture, depending on how the rounding works. I'm naming it Idle for now, but that's a terrible name and I'm sure someone else could do better.

Making it 20% Gold/Culture would also work.
Currently the AI is forced to overbuild Warriors if they go down the Fishing/Husbandry/Agriculture paths like they tend to do, and the maintenance costs from these excess units is one way they cripple their economy in the early game.
Having an early Gold/Culture build would also alleviate some of the issues with unit costs and not being able to connect resources or cities together until Fertility Rites, which is a major block in the early game.
If you don't want early Culture, perhaps add the ability to build Trails (cost 0-1 Gold, half the build time of a Camp) as a starting improvement, so that cities can be connected before Spoked Wheels?
Alternately, automatically build Trails to any cities within 5 spaces of a newly placed city on the same continent, the same way Trails are automatically placed from an improvement to the nearest city. This would connect cities without the AI wasting time building Trails in every single space they can reach, but it may make things too easy.
There would also need to be a way to connect resources just outside the city radius, since often the resources needed to expand Culture can't be connected until after Culture expands the city. Maybe a Trading Post type improvement that gives no bonuses but collects the resource, and could only be built on a discovered resource within 2-3 spaces of your cities, with automatic Trail placement?
Is there any way to make the AI emphasize building Settlers more when there's empty space to expand and the economy could support another city?
Yeah, this was a lot. I started out posting about one issue and just started adding more as I thought of them.