So Sumeria get a 50% discount for levying city-states units, but Haral got 75%
I know that a lot of NFP and LP abilities were just "old abilities, but better !", but it was always in a sort of roundabout way, like: "Portugal have a different way of gaining trade routes than Mali, and their trade routes have a different way of gaining additional yields, it's just that those different ways came out as more efficient or reliable than Mali". There, it's just as is they gave up and simply said: "Well, give them exactly the same ability, but with bigger numbers". Not even if a different yields, a different technique, a different way, no. It is, verbatim, the same ability, just with a bigger number.
I am very disappointed with this last pass. As I said, Harald is just Sumeria's ability (but better), with, on top, Tamar and Gorgo ability mashed together. Absolutely nothing new, and absolutely not interesting. With Gorgo, you had to go the cultural route; with Tamar, the religious one. With Harald, well, everything is just given to you on a silver platter. No need for strategy: you can just go with the flow and decide the last minute what you want to do. In a game prioritizing strategy as much as Civ, it appears really weak.
Victoria is... terribly bland. Terribly powerful, true, but terribly lame. More production from things that you will always build because of the CUA? Steampunk Victoria is just: "Hey! You have this new leader, with whom you have absolutely nothing different to do with her! Just play as if you had no leader, and you'll do exactly what you need to do!". Which, in itself, is not necessarily a bad design if there is good synergy... But as a new leader -worse, a new persona- it's just ridiculous. "We'll give you a new way to play this civ, and this new way is to simply not do the specific things you did with other leaders, while not adding new things to do!". I mean... why?
Elizabeth is the only one getting out, in a way. New trade routes is kind of gimmicky (especially since we had Mali, Phoenicia and Portugal having massive amount of new trade routes), but, hey, it's not bad in itself. It's a heavy naval game, since you'll build harbors to gain Great Admiral to gain trade routes that will be more profitable with city-States, and you want to control the seas by plundering other trade routes. Thematic, works well together and with the CUA, not very powerful but kind of nice. But nothing exciting neither.
Overall, not the best note to finish the LP with.