1. Well that was a pridictable change. Although I liked the wonder, I think I'll prefer the religion.
2. We already knew this, but I still think cults as religions makes more sense. Not rreally a fan of its old or new implementation.
3. I much prefer the name Guild of Endeavors over Guild of Hammer, but I prefer the guild of Hammer's implementation. Just change the name, not the mechanics.
4. I may miss this one, but its not that bad. What FfH really needs is a building that adds free hammers to al of its state religion's buildings (like the AP). Combining these two effects would make a nice new wonder.
5-8. Well, we already knew these, so I had time to cope. I'll miss having more categories, this being able to run more civic combinations, but the choices in each category make more sense now.
6. I don't think I like the name "Champion." It seems too much like a hero (or at least a national unit), and it doesn't really describe a specific type of soldier. Still, simplifying the melee line was probably a good move.
10. Good. This tech never really seemed to fit to me. Also, why did it ever make Mithril visible. All references to Mithril I've ever heard had it being wrought and smithed, not casted.
11. Well, it does make more sense for feudalism to be the tech that allows aristocracy rather than require monarchy. Probably a good change.
12. I wish Alchemy was still around (and had an Alchemists Guild associated with it
)
13. Probably a good thing.
14. I never really liked them, but the Luchuirp do need golems to specialize in city capturing.
15. Good. I know I hated needed a late game building to as a prerequisite for the Blasting Workshop.
16. Makes since. I would probably prefer using the name Thieves Guild over Ratcatcher's Guild though.
17-19. I'll miss the racial-slaying promotions, but I understand your reasoning. Actually, I think it would be much better if you kept the promotions but make them require
Never(so no one could spend/waste xp on them, or get an advantage over an AI that doesn't understand how to use them). They would only be available through
random events requiring a victory against a unit of that race. Usually this would be only for the unit that wins the battle, but it might be nice if a rare variation gave the promotion to all current and new units on a certain unitclass (possibly with some monetary cost, and a diplomatic penalty towards civs of that race).
20. If it was only going to be implemented like in previous versions then good. Of course, I was hoping it would allow new wonders/units instead.
21. Honestly, I never liked the Patriarch mechanic. I would have loved for it to be an upgrade of the high priests, with access to a fourth level of divine spells and maybe also the ability to convene a "holy council," i.e., call for a session of the "AP" (but not control its decision)
22. I think you should have removed Obelisks instead, and given everyone monuments.
23. I'll kinda miss the shield wall. I think it should have been made to give a defensive bonus to all units on its tile, while not in a city. I generally think that promotions shouldn't be so limited to certain unitcombats, so you could have some melee units specialize on defense and some archers on offense.
24. I'll miss the Arcane golem whenever I play an Evil Luchuirp game, although I haven't actually done that in a while (generally I get board with their inability to specialize golems, so I don't play them much). (I only built them in cities with blasting workshops, so I would have extra spells availible)
25. Lames was kinds annoying. It was much too expensive for what it was worth (which to several civs, was nothing). Still, I would have preferred cheapening and strengthening it to removing it
26. I guess this building never really did make much sense after it ceased to be a requirement for mithril weapons.
27. I'll miss the ability to specialize golems.
28. I'll miss the Flurry. As I said about the shield wall, I don't think the unitclasses should be so specialized. I prefer specializing units myself through promotions.
29. I'll miss the efects of Celerity. It did bother me though that this tech was useless to several civs.
30. I'll really miss the Velox workshop. (My biggest problem with the Luchuip is the lack of mobility. I think they need
more special golem boosting buildings not fewer. Also, these buildings should allow golems to be "retrofit," allowing a spell that would give them specialized promotions like light, heavy, city raiders, cover, etc, and remove those that seem incompatible with their new promotions (no more golems that are both light and heavy). )
31. I'll always consider Longbowmen superior to Crossbowmen. It would be much more realistic to make them be units of similar abilities, but make crossbowmen cheaper than longbowmen (with slightly higher techs). (I'm still not a fan of metal weapons upgrades for archers either, although Id accept them for crosbowmen) (Of course, I guess you could just say that the really skilled longbowmen are the Marksmen. I'd settle for this,
if the markman ability let you actually
choose which unit you want to attack (but possibly hitting another unit instead, like if there is a guardsman promoted unit in the same stack) instead of automatically targeting the weakest unit. This ability is often the waste of a strong unit.)