davidlallen
Deity
Anyway, I really found the settlers to be too cheap.
Several people have commented on this. In my opinion, the problem is that it is easy for a small city to have a big water surplus, so the settler builds quickly. It would be interesting to get your feedback on that -- if you play a vanilla game or some other mod, and watch your early city food surplus, I think you will see it is much smaller and therefore settlers take much longer to build.
I think the right solution is to somehow make early game water a little more rare. I am afraid to tune this too hard, but it is a consistent feedback. What would be the best way to reduce early game water?
Are you planning to use Revolutions and/or BarbarianCivs? 'Cause it would add some more dynamics, and since it's based on RevDCM...
As you point out, it's based on RevDCM. There are a lot of revolutions options you can turn on. We haven't playtested them, but they are there. Sometimes players get these options turned on by mistake and complain; so we have hidden them. But assuming you are willing to change Civ4GameOptionInfos.xml, you can unhide them and play with them.
Really, writing some AI code for units buying shouldn't be too hard. You'd need to make calls if a city is in danger to check if there's offworld units available, then a routine to determine which unit to buy.
Er ... sure. AI is simple. It is only a few lines of code. Not! We would love to have a developer who understands the AI to help out. There are a number of things I have not been able to figure out. If it is easy, then please help us out by writing some. For one example, we do not understand how to make workers build improvements on spice plots which are outside city BFC. For another example, we would love to have Fremen unable to build suspensor vehicles and thopters, and only use the ones they capture. But this completely confuses the AI and the Fremen never expand.