Just spent far too much time reading through this entire thread, and saw that several questions weren't answered, which I might be able to help with.
In negotiations, when I try to sweeten my offer with luxuries or gpt AI's mood goes from "I don't think they will accept..." to "They will be insulted...".
That doesn't seem right.
That’s pretty strange. There’s no way to intentionally cause that behaviour and I don’t know what could cause that type confusion. I hope these quirks will disappear when the .biq gets retyped.
I'm not sure that this has anything to do with your .biq, specifically. While I don't know exactly what changes (if any) you've made to trade-routes in TCM, it simply sounds to me like Jarovid's trade-rep was busted.
In the Firaxis game, if you
ever break an ongoing 20-turn agreement where you obtained upfront goods (usually a tech, but may also include peace treaties and RoPs that you're paying for) in exchange for per-turn payments, then neither the AI-Civ you 'swindled', nor any other Civ that has diplomatic relations with them, will ever accept another such deal with you for the remainder of the game — and your Foreign Advisor will tell you that they will be 'insulted' if you try to offer it anyway (the AI-Leader will respond with e.g. "No way. We know what you did to the ___").
And it doesn't matter whether the original deal was broken deliberately (e.g. by declaring war on your trade-partner), or accidentally (e.g. by having your export trade-route cut/blocked by a Barb-unit — including Galleys before you can trade over sea-tiles), your trade-rep will still be toast for evermore. This does
not apply if your per-turn payment is cancelled by them declaring on you, but
may also apply if you're paying them per-turn to fight someone on your behalf, and they kill off that Civ before the 20T is up.
Conversely, when your Foreign Advisor says, "They will never accept such a deal", this usually just means that
they can't afford it (e.g. if you suggest they pay per-turn when they have no income).
On the subject of unusual behaviour;
Spoiler :
Assuming that you have different move-costs for different terrains (as in the Firaxis game), I'm guessing here that 2 of those Workers just finished chopping a Forest, while the third was building a road. So with the Forest gone, more Worker-turns have gone into road-building than are now needed to finish it.
I tried importing a large world map to the .biq and gave it historical starting places using the quintillus editor but it caused the AI to act strange. I didn't edit anything in the game so I was hoping it would work. Any ideas how I could do this without causing loss of game data?
Sorry, I have no experience importing maps. It’s something I intended to get around to.
Rather than trying to import a World-Map into TCM, maybe try doing it the other way round?
i.e. Open up a new blank 'Untitled' .biq, import whichever World-map you want to use into the new .biq, clear
all preset map-items (spawn-points, resources, etc.), and
then import the TCM-rules. Finally, (re)set the spawn-points specific to the Civs in TCM, and click 'Redistribute resources' (or place them by hand, if you're a glutton for punishment), and save that new composite file as e.g. "TCM WorldMap.biq"
That way, you're superimposing the TCM-settings onto the map, rather than being blindsided by any settings which the original map came with (including, potentially, resources and Civs) that are not present in TCM.