Hey guys,
1st of all i want to say
Good Job.
It is very interesting to see the good ingame results after trying this mod.
The AI now has a better plan for victory and thats very nice

.
Now to the sad things.
I usually play on Deity to have most challenge.
Since barbarian spawning highly depends on the number of cities founded, on this Diff the Barbs appear very early.
However, and i think this is intended, u can deal with them in the beginning (before they have Axeman) with Warriors on Hills with Forest outside your borders.
They see u, they attack u and its fine until they come with multiple units and in that case its the players fault not to move another warrior there.
So far so good, now this mod comes into play.
Unfortunately, the Barb AI seems to be rewritten too and now that early defense concept does not work anymore.
No Barb-Warrior or Archer will attack one of the warriors on those hills.
They will move around and when they are allowed to enter cultural borders, all of them will come. And even worse, they dont go to the tile next to the city, maybe pillage and then suicide, but they will pillage every possible tile.
The only chance to deal with the barbs atm is to research BW as soon as possible and then to build Axemen. However, it is very common, that there is no Bronze nearby where u could build a 2nd city.
And even if u are lucky and get that bronze, it is still annyoing. The Archers won't attack of course, but u might have Hills in your CB and so you cannot attack them, because odds are not good enough.
You are financial and have that juicy flood plains start? Forget it! All cottages will be plundered soon. And forget it once again, because flood plains tend to be far away from Bronze.
In Summary, at least Deity (can't say about the other diffs) is totally imba. Only chance for survival is to have bronze nearby and even then u have a hard time if u dont have a coastal start with good spots for fogbusting.
This reminds me a bit on the time, the mod FFH increased barb logic and suddenly it was very difficult in the beginning. However, in those mod warriors are stronger and very cheap, much cheaper than in Vanilla.
In my opinion this game is not designed for an ubernation of pillagers in the beginning. The barbs should be a nuisance for careless players. But they should not force the player to have only one possible research path in the beginning (and to be lucky in the first crucial situations)
So Jdog, please continue your great work but make the barbs stupid again.
Atm, it is nearly impossible to use this great mod with barbarians on.