I'm just finishing my emperor game as Rome. First off, I just want to say how much I enjoyed your mod. The attention to historical and geographic detail as well as the unique feel of the various civilizations made it a real pleasure to play. I also appreciated your help troubleshooting my installation. After I got everything installed properly, it worked very well.
I'm going to make a few suggestions. Feel free to ignore them. I am admittedly a computer idiot. You may even be done with tweaking the mod for all I know. I am also writing this from work, so excuse my mistakes if I get some of the terminology wrong.
My biggest concern is that the silk road seems broken. Neither my civ nor any other was able to finish it, although several came within one or two waypoints. I lingered for a while in the last era to see if any of the AI civs would build it. None did. I was unable to build the waypoint requiring masonry/wall (Sardis, I think), even after I created a size four city specifically to build walls. It is also confusing that some of the waypoints have no description as to what is required to build them in the civilopedia.
My second category of concern is that the last era feels unfinished. There are very few techs, almost no new units, and (if memory serves) no city improvements. Probably most games are done by this point anyway, but I found it a bit disappointing. Possible ideas for adding to this era might include:
1. Any corruption reducing building. On a map this big it's obviously a problem, even with careful placement of palace/pantheon/and forum romanum.
2. An analog to the civil defense. If you're concerned about this slowing down conquest strategies, make it really expensive, or even a small wonder so you have to choose your fortress town. This could go under united defense.
3. The "barricade fortress" function for workers. This could be an extra tech or part of united defense.
4. Another "palace" type small wonder for religous-type governments under theology.
5. Some kind of religous military unit under theology that "converts" like the Roman legionaries. Inquisators come to mind, but it's hard to justify them given the time scope of the game. (We don't even get to the reformation, let alone counter-reformation.)
As a previous poster mentioned, I was also a little disappointed at the performance of some of the historically dominant civilizations, particularly Egypt. Could you possibly make their starting point more resource-rich to encourage their development? In my game Babylon was the 800 pound gorilla. I'm not sure how often that is repeated.
Once again, I loved the mod. Feel free to ignore these suggestions. I may be missing some of the "big picture" aspects of your design. Thanks for all your work.
EDIT: I messed around with one of my saved games tonight and think I figured out my problem with the silk road. For some reason it would only let me start building that waypoint if my city was both walled AND size four or smaller. I discovered this by building colonists to reduce my city size to three. I then was able to rush it with a leader.