I'm always interested in seeing what people find when developing larger projects in C#.
That said, I think once you get the gist of it and understand the landmines, it is really nice to use vanilla dotnet rather than unity's fork.
I believe Civfanatics was in it (run by “Chieftess” if I recall), Apolyton (which I was a member of — elected in as Minister of Public Works and had to come up with a plan to clear our pesky jungles) and a number of other sites.
It was such an awesome time. Real diplomacy and trade negotiations between the fan sites while waiting to play our turns. Man, it was fun.
The neat part is that they are open source, so anyone who wants to take it in a different direction can fork it. The multiplayer version openMW being a great example of this.
This experience led Soren Johnson (co-designer of Civ III and lead designer of Civ IV) to the realization that Civ AIs are supposed to "play to lose" [1].
Even many popular mods fuck this up! DEI in Total War Rome 2 needs submods to make the AI play by the same rules as the player!!! This is top of the most subscribed list right now FOR A REASON!!! https://steamcommunity.com/sharedfiles/filedetails/?id=36258...
Make the AI play by the exact same rules as the player. Make a scaling AI difficulty slider which goes from "piss easy" to "insane grandmaster" but without cheats. It's not that hard to do this, the chess engine crowd figured it out back in 2001. FEAR figured it out in 2004. Game AI has straight up not improved and at many times gotten worse in the ensuing two decades.
They really didn't. No one likes playing against weaker chess engines. They play perfectly like a higher-rated engine and then randomly make an obvious blunder. They don't play naturally like a human player of that rating.
The weaker AIs in Civ games do a far better job at "playing to lose" than low rated chess engines. It's not even close!