Hi MarvinKosh, first of all I just wanted to say that this mod has given Galciv a new lease of life for me!
I really like the changes and wanted to drop in a little user feedback, and then ask the forum for some tips with certain races.
The Altarians are frackin' formidable now. Of the five games I have played with your mod, they have been monstrously powerful in two, researching like mad, colonising extensively and building some seriously intimidating ships. The current game is going the same way and I have decided to nip it in the bud with an early invasion (they were absent for one of the other two games, and I played as them in the other, where the restructured tech tree was an interesting added challenge but eventually paid off).
The Terrans are Altarian-lite at the moment. They also colonise heavily, and they do very well in the early and middle game but seem to dislike building medium hulls, instead focusing on lots and lots and LOTS of fleets of small hulls, so they end up being conquered or surrendering.
The Torians seem to get off to a good start before crashing and burning, but I think they have suffered from bad starting positions - they are doing better in the current game and were fine when I played as them.
The changes to the defences have been key to my military strategy in every game, and the AI seems to use them intelligently too, even quickly researching and switching to, say, shields when my beam-using Altarians become a bigger threat than the missile-using Arceans.
I don't know how extensive your changes to the others were, but in summary:
Yor, Iconians, Thalans, Krynn and Korx doing well so far, although the Korx have a quirk where they only seem to build morale structures, econ structures and super projects, even though they have researched the techs. In my Altarian game the Yor outplayed me for a long time: grabbing colonies from under my nose, successfully invading my worlds, and devastating any ships I built to oppose them.
Arceans have been performing very well, I tweaked them a bit on top of anything in the mod (changes to Planetary Fortification, Cathedral of Valour and removing the speed penalty). The Drath have mostly sucked but twice now have started in a distant corner - to their credit they never surrendered and have been manipulating away, in the current game thay have even orchestrated an epic good versus evil fight (with the uber-Altarians doing most of the fighting, of course).
The Drengin and Korath have been unpredictable. I changed them both to AI personality 8, along with the Torians, as part of an experiment with 6 AIs using 8 and 6 using 11 (I have been reading all about this in various threads but am trying to learn first hand too). In my current game, both suck, and for some reason have failed to research Slave Pits three years into the game, but in two other games the Korath have been monstrous, as they should be. The Drengin seem to have the same quirk as the Terrans, of starting strong but then failing to progress. Both seem to be stronger on smaller maps, which seems odd, since I had put that down to the broken AI rather than any other factor.
Both have been modded slightly: the Drengin now get a Super Project early in the Economics tree that boosts their economy and production; the Korath are now Super Warriors, have slightly different starting bonuses (more soldiering and weapons and a diplomacy cut to match the Drengin's), and have lost the government part of the tree in exhange for new miliatary techs, including a new Super Project and a unique invasion tech to replace the spore ships. I have tried to keep the TPs balanced out and not to screw up the research priorities, but it is my first time modding.