What you're seeing in regards to tech costs isn't an AI bonus, it's actually an increase to your tech costs caused by difficulty level. This occurs in unmodded BTS as well, but it is set a bit higher in HR. For example, on BTS monarch it's +15%, on HR Monarch it's +25%.
HR is balanced at Noble, and scaled up and down from there. I know that many other mods use Monarch or thereabouts as their balance point, so difficulty levels in HR will generally be harder than the equivalent in other mods. As I say, I haven't reviewed this for a while, so I'm definitely not claiming to have it just right at each level.
It's definitely not a case of the AI running on a different game speed to you because that is simply impossible to code.
I haven't had a chance to look at your saved game yet, so it's hard to judge without seeing how improved each city is. The AI is affected by distance maintenance (it actually pays a bit more than the player!), but I'm not sure why you feel it should be a significant factor for the Egyptians here. In that picture, they don't seem to have any cities that are significantly distant enough to warrant particularly high maintenance on that mapsize. Ramesses is also running Proclamation so they'll be getting a 25% discount on maintenance for number of cities. Finally, he's Creative and Industrious, so each of his cities will be getting some extra commerce and production from their culture level, regardless of their size or distance. The Egyptians are one of the strongest civilizations in the ancient era, as their traits and unique buildings and such synergize very well.
I'll comment further once I've looked at your saved game. It's not my intention for the AI to have any drastic hidden advantages except for those that are already present in BTS. I'll see what I can find out.
Cities do grow faster than I think is ideal in HR, which in turn leads to easier production of Settlers. I'm looking into ways of toning this down a bit.
Detailed feedback like this can only help improve the mod, so no worries.
HR is balanced at Noble, and scaled up and down from there. I know that many other mods use Monarch or thereabouts as their balance point, so difficulty levels in HR will generally be harder than the equivalent in other mods. As I say, I haven't reviewed this for a while, so I'm definitely not claiming to have it just right at each level.
I haven't checked the production rates yet, but the research rate of the AI opponents is clearly not Marathon but on the Saga level, which means we are playing different games... I am absolutely okay with the fact that Ai always had slight advantage on this field but this one is just absurd.
It's definitely not a case of the AI running on a different game speed to you because that is simply impossible to code.
That's the Egypt opponent which recently lost it's capital with 3 wonders(one is gold generating religious wonder) and 3 other citites 2 of which were the most developed cities in his whole empire. Now , on the screenshots you can see his gold production and his actual empire which is reduced to the level of bunch of villages with high upkeep cost due to distance(well, if this apply to the AI at all ... because I started to question if this mechanics works with the AI in this mod).
I haven't had a chance to look at your saved game yet, so it's hard to judge without seeing how improved each city is. The AI is affected by distance maintenance (it actually pays a bit more than the player!), but I'm not sure why you feel it should be a significant factor for the Egyptians here. In that picture, they don't seem to have any cities that are significantly distant enough to warrant particularly high maintenance on that mapsize. Ramesses is also running Proclamation so they'll be getting a 25% discount on maintenance for number of cities. Finally, he's Creative and Industrious, so each of his cities will be getting some extra commerce and production from their culture level, regardless of their size or distance. The Egyptians are one of the strongest civilizations in the ancient era, as their traits and unique buildings and such synergize very well.
I'll comment further once I've looked at your saved game. It's not my intention for the AI to have any drastic hidden advantages except for those that are already present in BTS. I'll see what I can find out.
Sometimes I start to feel that AI doesn't get affected by the overxpansion penalties from city maintananse - half continent empires at 600 BC is competing but feels wrong(maybe you want to implement some kind of limitations like in c2c ? If I recall correctly there are happines penalties for overexpansion)
Cities do grow faster than I think is ideal in HR, which in turn leads to easier production of Settlers. I'm looking into ways of toning this down a bit.
P.S. I hope you don't take any of this as the critics or diminishing the coolness of the mod , I jsut like to play my game knowing HOW is the enemy playing. I hope you take a look on this arguments and take a note, because I feel like it is an importan issue.
Detailed feedback like this can only help improve the mod, so no worries.