I hate to dig this back up, but I'm still really uncomfortable with moving the Pracinha to Rifleman with the bonuses they have been given.
That +XX

tourism is driving me crazy, because moving the unit forward feels completely at odds with the pace of the game. I don't have a problem with the bonus itself, just its timing.
You want players to be ending their games in atomic at the earliest, unless they have played absurdly well or are playing at far too easy a difficulty, correct? Domination and cultural are the only 2 victory conditions which are even possible before the information era, correct?
So this unit provides a yield on kill which has almost no in-game impact except as victory points. All that

does is increase

slightly in other empires without your ideology, a little extra TR yields, and fewer turns of conquest resistance. Outside of winning the game,

has a negligible impact on turn-to-turn gameplay which is so under the hood as to be ignorable.
So, given those point, Atomic is a desirable place to put a 'game ender', if it is going to take the form of a UU.
In some aspect, giving

on kills to any unit wouldn't matter except for the amount of

given. What they are doing is decreasing the total number of turns in the game, and that can be in renaissance or it could be in atomic, as long as it happens after a significant number of culture has been stockpiled (no pre-medieval), and doesn't happen in the information era, where it's too late to matter.
On the other hand, giving a game-closer unit, whose main ability is to end the game, in an era in which you don't intend the game to actually end sounds pretty awful. Why in God's name would anyone continue playing the game after the time-sensitive

unit is past its power spike? Cultural victories are often accused of just 'marking time', but it would be absurd to still be marking time
after your tourism spike had already ended. You want the game to end
during the spike, so that it feels like that unit really won you the game. If the unit technically
did win you the game, and you have to play another 40 turns before the AI acknowledges that, then you should just quit the game. What keeps a Brazil player actually playing past that point?
By way of analogy, imagine if you had coded a unit which gives votes for the world leader vote (and cannot be put towards any other WC proposals), and placed it in the Industrial era. You make your kills, and now instead of waiting for space parts you are waiting for world leader to unlock. You've already won, you just are waiting for combined arms and the United Nations construction. Just marking time, hitting next turn over and over until the AI realizes 2 eras later that you won 80 turns ago.
The AI might hate you because it sees you're far along in some points scores, but the AI will never be able to fully grasp that they have 40 turns to kill every man, woman and child in your empire, or else you've already won. If such a thing happened in-game, ideally the AI would go completely berserk on you and attempt a genocide with everything they have at their disposal, but the AI isn't capable of understanding the situation.
Making the Pracinha an anachronism is just icing.