ezysquire
Warlord
This thread is a play through on Immortal level of difficulty using the Balance - Combined MOD. This MOD is created by Thalassicus and is an excellent attempt at correcting many of the vanilla game's flaws.
The crux of the MOD's balancing is in nerfing some of the OP units and in providing some improvements to the economic and cultural game in an attempt to allow players an empire-building focus as opposed to a predominantly militaristic one.
As well as explaining the MOD, this thread will also examine and show various strategies to help players win the game on the Immortal level of difficulty.
For this play-through, I have used Russia on a pangaea map with the time set to Epic speed.
There are a huge number of screenshots, most with a 'spoiler', so please: Enjoy!
The starting location here does not look that great at first glance. It is excellent to have incense around as this makes available the monastery building, but growth is more important and there are no good food sources in the immediate starting location. In Balance - Combined food resources are improved, making them more important for a city to be built near. So this settler will have to scout a little bit.
Two ancient ruins and some food source found - the starting location is fast improving.
Not bad
Moscow founded and upon doing so the starting location now appears strong with two cow close, marble, incense and a river nearby.
First city-state met.
This is the best goodie-hut pop at the start of the game as it enables the first social policy. All early game advantages make a disproportinately big difference for the human player. On the harder levels of difficulty the early and often mid-game are about the human player catching up with and then matching the ai civs which have handicap bonuses. So the faster the human player can catch up to the ai 'head start' the better and these early social policies really help with that.
For cultural victory in Balance - Combined, cultural victory requires six policy trees to be completed instead of the vanilla game five before the Utopia project is unlocked.
To help achieve this, a player receives a free policy at the start of each era.
Some of the early policies are also changed in the MOD, these are noted in these spoilers:
More ruins:
I'm starting to think this is an excellent starting position. Even the tundra can be made good use of with this vast number of deer on 'dem dar rocky plains'.
Ruins give archery. Again a good hit from the bonus.
Contact!
The Russian start position is just getting better and better by the turn. The Arab territory is showing and it is very close to Moscow. On Immortal it is extremely helpful to be able to take out an opponent early. Along the same lines of what was said earlier about 'catching up to the ai because of its bonuses', having an opposing civ very close improves your ability of conquering them and seizing their capital city. This kind of gain in the early game really makes a big difference in the 'catch up'. Regardless of what victory condition you care to pursue, going to war early in the game and getting a quick conquer helps enormously.
Getting some really good luck with the village pops here. Population bonus is again a strong result.
Animal Husbandry discovered and what do you know? Horses in the capital! This is great for Russia with their +1
bonus on strategic resources. 
In Balance - Combined, science has received an overhaul. While the technology tree remains the same, some beaker amounts are changed and their are some subtle twists to it.
First of all, as a civ enters a new era a tech bonus is awarded. This is in 5% increments, so for example when Classical Era is entered, a civ's science production is boosted 5%, in Medieval Era is boosted 10%, and so on...
The second major difference is that methods used to obtain 'free technologies' (eg Great Library) are no longer as powerful. To qualify for free technology selection a technology now needs to be more than just unlocked. It must not be classed as 'Hard'. I will better explain this later on.
Two horses near the capital - unbelievably good site for Moscow.
The crux of the MOD's balancing is in nerfing some of the OP units and in providing some improvements to the economic and cultural game in an attempt to allow players an empire-building focus as opposed to a predominantly militaristic one.
As well as explaining the MOD, this thread will also examine and show various strategies to help players win the game on the Immortal level of difficulty.
For this play-through, I have used Russia on a pangaea map with the time set to Epic speed.
Spoiler :

There are a huge number of screenshots, most with a 'spoiler', so please: Enjoy!

Spoiler :

The starting location here does not look that great at first glance. It is excellent to have incense around as this makes available the monastery building, but growth is more important and there are no good food sources in the immediate starting location. In Balance - Combined food resources are improved, making them more important for a city to be built near. So this settler will have to scout a little bit.
Spoiler :

Two ancient ruins and some food source found - the starting location is fast improving.
Spoiler :

Not bad

Spoiler :

Moscow founded and upon doing so the starting location now appears strong with two cow close, marble, incense and a river nearby.
Spoiler :

First city-state met.
Spoiler :

This is the best goodie-hut pop at the start of the game as it enables the first social policy. All early game advantages make a disproportinately big difference for the human player. On the harder levels of difficulty the early and often mid-game are about the human player catching up with and then matching the ai civs which have handicap bonuses. So the faster the human player can catch up to the ai 'head start' the better and these early social policies really help with that.
Spoiler :

For cultural victory in Balance - Combined, cultural victory requires six policy trees to be completed instead of the vanilla game five before the Utopia project is unlocked.
To help achieve this, a player receives a free policy at the start of each era.
Some of the early policies are also changed in the MOD, these are noted in these spoilers:
Spoiler :

Spoiler :

Spoiler :

Spoiler :

More ruins:
Spoiler :

Spoiler :

I'm starting to think this is an excellent starting position. Even the tundra can be made good use of with this vast number of deer on 'dem dar rocky plains'.
Spoiler :

Ruins give archery. Again a good hit from the bonus.
Spoiler :

Contact!
Spoiler :

The Russian start position is just getting better and better by the turn. The Arab territory is showing and it is very close to Moscow. On Immortal it is extremely helpful to be able to take out an opponent early. Along the same lines of what was said earlier about 'catching up to the ai because of its bonuses', having an opposing civ very close improves your ability of conquering them and seizing their capital city. This kind of gain in the early game really makes a big difference in the 'catch up'. Regardless of what victory condition you care to pursue, going to war early in the game and getting a quick conquer helps enormously.
Spoiler :

Getting some really good luck with the village pops here. Population bonus is again a strong result.
Spoiler :

Animal Husbandry discovered and what do you know? Horses in the capital! This is great for Russia with their +1


Spoiler :

In Balance - Combined, science has received an overhaul. While the technology tree remains the same, some beaker amounts are changed and their are some subtle twists to it.
First of all, as a civ enters a new era a tech bonus is awarded. This is in 5% increments, so for example when Classical Era is entered, a civ's science production is boosted 5%, in Medieval Era is boosted 10%, and so on...
The second major difference is that methods used to obtain 'free technologies' (eg Great Library) are no longer as powerful. To qualify for free technology selection a technology now needs to be more than just unlocked. It must not be classed as 'Hard'. I will better explain this later on.
Spoiler :

Two horses near the capital - unbelievably good site for Moscow.