Ok, Krill is going to turn the NoEspionage setting on; I have confirmed that it does not increase Culture Costs. (This means that we'll have full graph visibility on contact)
The Mod required for this game:
PBEM 22 It is XML only, so it should work on a Mac. Note: Being a PBEM, you can load the save file directly, and BtS will automatically load the mod to play, as well.
Full set of mod changes:
1) Corporations and World Wonders are removed.
2) Forests and jungles should not grow naturally (untested due to length of time required to confirm the test; Forest Preserves SHOULD still spread forest/jungle as usual, if you decide to build those improvements later)
3) Mines will NOT pop resources.
4) We Love The King Day should not trigger unless your city is like size 100 or something ridiculous like that.
5) The 30% known-tech bonus. (I can put that back if we want; for a 2p duel, it could have perverse effects on how we play.)
6) Global Warming
7) Intercontinental trade bonus (I forget why that was a big deal)
Espionage-related changes:
1) Remove all possible sources of EP and spy slots (this includes the EP-only buildings of Jails, Security Bureaus and Intel Centers, which are gone).
2) All GSpy points will be replaced with GMerchant; this should really only affect one NW: the Forbidden Palace (WP is changed as well, but it shouldn't be built anyway).
3) The NoEspionage setting will be turned on (this way graphs are still visible)
4) Cultural borders would be unaffected; I can easily remove that in the XML
5) Spies require the Future Tech to be built; I don't think it'll even matter, but it's just an easy way to make sure we don't forget about it completely in the event that NoEspionage isn't turned on (like, say, me in PBEM4 forgetting that we'd banned SoZ...)