First

to embriodead! Impressive effort. Your work spawn from simingly nowhere. I am espessially enjoying mouse over effect for the names of provinces.
Started as Armenia (obviously

). Enjoying the game a lot, especially loved to build Tigranakert

. Seljuk Turks came from nowhere and took Karin. I was too busy with churches to care about large army (very historically) but somehow not very historically I was able to buy mercenaries and easily repell both Barbarian Seljuks and "Civilized" ones. Perhaps, one could increase mercenary costs and increase/create more units for both types of Seljuks?
Where did you got that Armenian music from? To my shame I never heared it before. It sounds pretty cool as it is, but I would assume the most "landmark" music for Armenia would be any piece from the Armenian Orthodox Mass (
Badarak), for example
Ter voghormea (
God have mercy)
I have accomplished the first UHV and need to fight Normans for Malatia -- only 25 turns left before the 2nd UHV checks. I am second in score. Few questions and remarks:
1. If I remember correctly, in RFC newly spawned Civ was able to clean its core from the foreign culture. I have created major problem for Georgians with my culture from the Kars. Georgians did not found any city except for their capital. Their settler was sitting in Tbilisi for handreds of years. I think this is the biggest problem I have discovered so far.
2. Why wouldn't you add Cilicia as "border" province for Armenia (i.e. no penalty for expanding here). Can I as a human player get expelled to Cilicia, if my Capital in Greater Armenia get captured, somehow?
3. In general, don't you think that the last Armenian UHV could be something about Cilicia? Lets say -- move your capital to Sis (Cilicia) by 1300s. Or provide some help to the first Crusade -- for example donate certain amount of resources to the KoJ, could be very interesting. Or to build some quantity of merchant ships. Cilician saga really deserves to appear somewhere in UHV, just my two
lumas
4. Some flics work really strange for some units. When the unit is moving they look differently, when they rest they look like vanila Workers, Wariors and Swordsmen.
5. City Stability does really wierd jumps from -14 to +1 in only 2 turns. I have only traded for couple of "happy" resources. I know that ratio of happy/unhappy citizens does influence City Stability, but by how much did you change Rhye's original code of stability -- ingridients and their values?
6. Why do the Caravan yield the same 50 gold no matter where you send him? AI does not build them at all (haven't seen one yet). Does one get gold if he kills Caravan unit?
7. There been posts about the Silk road, I just wanted to double check -- why could not it be implemented aa a paved road? Timurid's could have a UHV -- control the entire Silk road. If one fixes Caravan gold dependency on the distance traveled this could be a very strategic road to control.
8. Why could not Abbasids start with as many cities as Byzantines, at least? They are not very impressive -- flipping cities instead of owning them like their enemy empire.
9. On the default Sultan difficulty game somehow feels like Viceroy in RFC. Human player can easily lead the tech race.
10. Finally I have a feeling that AI Empires dont build many new cities. Very seldom do I see any Settler activity.
Please excuse me for my list -- I am really enjoying your mod.