Hello all (especially Thamis). I just tried this mod out this weekend while waiting for Rhye's mod to come into shape, and I must say: TAM is a helluva lot of fun! I haven't read the whole thread (90+ pages

), just the last 10 pages or so since 1.8 came out, but just to throw in my 2 cents:
1. I like the idea of still being able to build your UU even after you discover a tech that makes it "obsolete". Especially as I tend to tend to play builder-style strategies with civs that have good early archer UUs (Carthage, Iberia, Babylon), this would be very helpful.
2. As far as missionaries, I think for historical accuracy, they
should be in the game. After all, Rome was famous for having temples to every conceivable deity in the then-known world, which would be an impossibility under the current "one-city-one-religion" setup. More generally speaking, while early in the period of time the game represents, say 6th to 1st millennium BC, religions often were identified only with specific geographic regions, by the time of the Persian Empire, relative tolerance and cosmopolitanism began to be the norm. Then, with the rise of the Christian Roman Empire after Constantine, religion moved back towards being a divisive factor in geopolitics.
I would suggest a 3-part approach to religion:
1. up until about 1000 BC, no missionaries (make them enabled by a tech usually discovered around this time) - religion would have default levels of influence on diplomacy
2. around 1000 BC, enable missionaries - also, greatly diminish (or perhaps even eliminate entirely) religion's effects on diplomacy
3. around 300 AD, disable missionaries for all but Christianity and introduce heavy boni/mali for Christianity in diplomacy
The third part may not even be necessary, as this is close to the end of the game's time period and may be overly complicated. In any case, I really think the first 2 parts would greatly increase the historical feeling and also give Spiritual civs something to do! (Ironically enough, the criticism of vanilla Civ4's "more-is-better" approach to religion is actually least relevant to the heart of the time period in this mod - though otherwise I agree with the criticism. One of the things I really liked about ArbitraryGuy's Europa mod was the way that having extra non-state religions in your cities actually
increased unhappiness.)
3. Regarding AI aggresiveness, my experiences may be atypical, (and I might be a pretty crappy player), but I'm finding that the AI regularly fight each other - and are particularly fond of ambushing me at inopprtune times!

However, I will agree that what I am definitely not seeing is a "killer instinct" with the AI that will have one or two dominant nations swallow all their competitors. As a result, the mid- to late-game is slightly disappointing, as there's just not anybody really scary left to challenge the human. Actually, by this point, I usually find my greatest enemy is the clock, not the AI.
Thanks for reading this and especially thanks to Thamis and all the others who have helped make this fantastic mod. I eagerly look forward to 1.9!
