General change, they have ocean startingbias now instead of whatever they had before(atleast I think so, and it really makes sense)
UA - Each luxury resource increases Gold income by 5%.
I think this one is fine. However in the latest CEPverson I played there was a bug(?) leading to them still having their old UA aswell, that really isn't needed and could probably be removed.
Unique Building: Trade Office - Harbor replacement with a merchant slot, extra gold, and extra gold on land or sea routes
Never got a chance to try this one out a lot, so it probably need some adjustment done to it after it is implemented and people have had a chance to try it out.
Unique Improvement: Polder - Available at Civil service.
Improvement, restricted to tiles next to coast, restricted to flat land, +2 food base. +1 food on tiles with freshwater access at Civil service, +1 food for tiles without freshwater access at fertilizer.
Basically acts as a farm with +1 food, but only buildable on non-hill tiles next to coast.
Might be nice to make it buildable next to laketiles(for flavor) aswell, but I don't know if that's even possible.
Other than that I love it, feels way less random than the old polder since you're way more likely to find coast than you are to find marsh/floodplains
UA - Each luxury resource increases Gold income by 5%.
I think this one is fine. However in the latest CEPverson I played there was a bug(?) leading to them still having their old UA aswell, that really isn't needed and could probably be removed.
Unique Building: Trade Office - Harbor replacement with a merchant slot, extra gold, and extra gold on land or sea routes
Never got a chance to try this one out a lot, so it probably need some adjustment done to it after it is implemented and people have had a chance to try it out.
Unique Improvement: Polder - Available at Civil service.
Improvement, restricted to tiles next to coast, restricted to flat land, +2 food base. +1 food on tiles with freshwater access at Civil service, +1 food for tiles without freshwater access at fertilizer.
Basically acts as a farm with +1 food, but only buildable on non-hill tiles next to coast.
Might be nice to make it buildable next to laketiles(for flavor) aswell, but I don't know if that's even possible.
Other than that I love it, feels way less random than the old polder since you're way more likely to find coast than you are to find marsh/floodplains