First off, thanks for the inputs

I really appreciate it.
Yeah, thats the thing. Slavery should be a step up, but isnt atm. Thinking about removing the camp bonus from tribalism. Perhaps even the happiness from Elder Council.
That would probably work a bit better. Oh, while I'm at it, how come University only gives one scientist?
Tanked? with happiness?
Happiness, economy, growth ( food), It just seemed like everything slowed down a lot before pop growth happened again. Granted, I'm not an expert at the slavery civic, but it just didn't seem worth it to use.
Rgr. I'll make installers instead of zips. If you placed the mod the same place as the last installer version, it should hit the start program.
Some settings are personalized for my only though (resolutions, copy gamecore etc), but it looks like you did get some changes to color and font. Its not the font that I use???
That would be great. Um, oops. I deleted your previous version before installing this one. As to the color and font, that's what loaded at game start, I didn't change anything. Now I'm really curious as to what the fonts and colors should be.
There are room for 80 civs. I had quite a few new civs, but decided to wait until mod is further developed as it takes ages to load them.
Whoo Hoo! 80 Civs? Bring 'em on.
Thanks
Your Welcome.
It depends on how much they are damaged and where they are. They can heal :
Max 25% in enemy territory
Max 50% in neutral territory
Max 75% in friendly territory
Max 100% in friendly city
This is increased with healing promotions at a factor of 5, so if a unit have healing I (5%) it will be able to heal 25% more than the above, f.ex. 75% in neutral territory.
Ok, that's what I figured. TY for confirming.
It is a bit confusing, and it does require extra micromanagement to optimize it. What I need to do is add a "How much movement cost at tile" in the widget (can be same line as Unit per Tile), that will hopefully clear things up a bit.
Ok.
I never play with RB on. Cutting down 3 AI sounds like a lot to me, especially because those are the worst case scenario, so I expect the rest of the AI to also take a hit from barbs, which could explain why they havent improved their tiles as much.
I would recommend playing without RB on for this cause.
RB is currently off, and barbs are still showing up with rather annoying consistency.
That does look strange. I guess he really really wanted that weed....
Well, cash crops are cash crops, lol.
I explained it a few posts up. Because changing to TotalPoolofEspionagePoints instead of CivSpecificEspionagePoints I made some of the passive missions to Active missions, though havent added code for them yet. There is a trick though, when having Agents they can see inside the city, where the AIs current research is shown. Maybe I add that feature to spies as well, and remove the See research altogether.
Ok, so I need to op the "see city" task instead of the "see research until you get everything fixed, NP.
The number of turns in a golden age is randomized. Iirc its +-50% of 10 turns on normal speed, which would be btween 8-15 on Epic, so you have been unlucky.
Well, that just figures. Lol, I wouldn't want me to be lucky, that would just be boring 
It was alot I think. I appreciate the time taken to post this
Pic1:
6000 gold!!! holy buddha thats a lot! Im in 1836 AD and is struggling with gold at 50%, and you are running 10% with a surplus??? What difficulty?
Also, the font is not the right one. I did forget to change all the color schemes to the new font, though the size of the font is pretty big, so I wonder if there is a problem showing the right font.
Anyone else have this font instead of the one in my screenshots?
Monarch difficulty. As to the font/color, that's what the game started with. As for the gold, that was a Shift T option, and I have a couple of heavily promo'd scout units. I usually give myself a couple of bonuses when investigating a new mod ( which your new version basically is) until I understand the new concepts. On the plus side, I gave the AI's gold and tech to stay evenly paced with me, just to be fair
.
Pic2:
I think he might have been hit by a barb, and either didnt have any gold to heal so it just stand still somewhere, or he have returned to a city to heal 100%. I havent experienced unprotected cities so far, but will try a Epic game next time to see if it makes any difference.
Ok.
Pic3:
Weird that the icons show that way (the bottom build bar). Since there is no text there, it shouldnt make a difference. and it really shouldnt make a horizontal scroll bar.
What resolution do you use?
1600x 900
The faded icons are dividers. In vanilla it would be a new line, but thats imho silly if you have 4 buildings, 2 wonders and 1 project and 4 processes. That would be 4 lines. In VIP it would be able to be on 1 line only.
So the helmet is units, castle is buildings, the star is wonders, the leafs are projects and the repeating arrow is processes.
Edit:
Platy have put a new item in Platypedia, where I'm going to describe the most gamechanging VIP mechanisms, as a lot of them are mostly: "WTH?!?!" to new as well as old VIP players since I'm modding mostly in the gamecore now.