I love this mod, all them musics, the concepts, the feeling of historical developement. But I have remarks :
- Traits are not designed to be balanced. Financial and Spiritual are largely better than all others for exemple. Spiritual give you immunity to any revolt of regim change which is very strong.
- Some units but in reality to early and mid/advanced games, archers are largely your main force to use in attack or defense, because it is largely better to bombard at max any ennemy unit, than to try making counter unit as spear axe etc. Moreover, archers do not grow in their cost by units on field, so you do good at spawming them. The others units begun really interesting from the shield bearer I guess, used with chariots to preserve their health before attacking city you siege (chariot move to the attacked city, then shield beared attack same turn). About archers bombardement in my opinion it is one of the thing which should be seriously nerfed. In city you should not be bombared by archers like that, only siege unit should be able to do that. And certain units should have health cap to bombardement (as the shield bearer for exemple).
- Personnally I only spawn cottages (after food/prod/cultivation off course) because there is quickly largely enough food to growing and slaving : you have some food ressources, then food ressources bringed by cultivation, then the first food cult, then food slaves, thenn food with colonisation regim (the best economic regims of all). All cults tend to bring you gigantic bonus if you extor well the ressources of A.I (A.I tend to give all his ressources vs useless ressources, as the free bronze ressource). That is why I never found religion when I am rome : it is better to have greek pantheon and be friend with halth of the world.
- Some regims are useless, as the democratic (-50 % military units is unbearable), or Aristocraty (useles), or Mercenary. It is nice on paper and in the idea, but in the game, military production is all (making units = waging war = slaves = production, food and gold, or making units = selling units = gold = more science). Maybe in very late game, when you acess to an excellent wealth and science creation (as if hammer converted in 50 % science and 50 % gold, which exist I guess but in very late tech), selling units became less interesting. But even before, creating units are largely better if you need science than making merchants (but you need the max military produdction what you can, as +25% with conscription, then +25 % great priest, then tyrannie +50% and emperor cult 25%).
- My main regret about the mod, is the A.I is very dumb and uncapable of managing any serious threatening stack. A.I nearly never invade you with serious force even in Deity, and when he do it, his attack nearly always fail and just give you plenty of slaves. I can won any game on deity due to this problem, without any challenge (the People of the sea boats are the most annoying things if I am a coastal civ). That is sad because the abondance of units and complexity of the mod is very exciting when you play and when you imagine, but when you see you start to vassalize the A.Is one by one, you loose your will to continue because you understand you were nearly never threatened in the game.