This is a pretty interesting concept, and there is thought put in for each change it seems. I haven't been able to jump into it and try myself, but there were a few things I wanted to bring up:

-With the production yield of marshes being negative, is there any way to actually change the icons to compensate to show that visually?

-The 13 population Eureka for Industrialization seemed a bit high on the first impression given that the emphasis of this is to turn down population growth earlier in the game. In your experience, has this been pretty well achievable?

-Archers, in my experience, are already fairly strong considering their balancing in Civ VI. I do think the initial adjustment and the incremental advancement to get them back even makes sense. The extra 5 at Construction may be a bit overkill, although I think I follow the logic behind it.

-The flat -10 defense for unarmored units may be better off only applied if in a disadvantageous territory or flanked. The logic you put in the video makes sense, but this keeps it feeling a bit more dynamic for thoughtful gameplay, and would make sense in their respective uses.

-One of my main concerns with this is the compatibility with Terra Mirabilis. The modification to the two natural wonders you have there will seemingly cause issues. Compatibility issues will always be a thing in the modding community, but I was curious if that one, in particular, was on your radar?



I am in no way a Civ expert on balancing or the like, so take this as a grain of salt. It is apparent you spent quite some time thinking through these and getting it working, so I did at least want to throw in my opinions for it. Looks good, and good luck getting it working with GS.

Click to expand...