Played through a game on a huge map standard speed on prince, less than normal opponents, so it left lots of room open which made barbarians a big problem for a lot of the computer opponents for a while. Kept a single city till I hit size 40 (yeah seriously), then expanded quickly. At the end the city was size 56, won through culture because turns were taking too long for me to want to try to win by conquest. Overall I'd say I enjoyed the mod, but not all parts of it, as I'll try to detail below. First the bad, don't take these the wrong way, just my opinion. So without further ado: -Remove vanguard units from the game entirely. They don't really have a clear role. defense? Archers->machine guns. Offense? Warrior->Infantry. Pillaging? Horsemen->Tanks do it better. Maybe they're useful for some in the early game, but from gunpowder on I don't see the point at all. They just add clutter. -Naval is a mess. While sea melee raiders are an interesting idea in the wooden days. It completely falls apart from the industrial age (Ironclad/Destroyer). The idea of having sea raiders that plunder coastal cities doesn't work with modern ships. they're crewed by a few hundred people at most, they're not going to go charging into enemy cities and plundering, it puts their ship at major risk, they'll sit back and blow stuff of from a safe distance. It's even sillier that subs can melee attack cities too. I'd recommend reverting to the Strong Ranged attack with weaker str for subs and not allowing them to attack cities at all. It's funny, You've got galleon's with 35 str and destroyers with only 30. Destroyers should completely obliterate galleons. It doesn't make sense to me either that galleons are more powerful ships than frigates, in previous civs, they were always cargo carriers and weaker, while frigates ruled the seas at their time. -Promotions don't make a lot of sense for numerous units. There's no real relevant promotions for anti air guns and sam, they instead can get promotions like siege vs cities. For Naval Units again. The melee naval units get access to blitz but with 75% reduced power even though they have no ranged attack. I didn't get a chance to test the effects of that out however. Other bugs I encountered -Battleship model is partially nearly fully submerged. -Ships are exerting a zone of control on land units. This shouldn't happen. Land units should be able to move past ships in water. -Pentagon says it gives heal after move or attack to all units, but doesn't give to air units. Some units have march, but still have march as an available promotion. (3 different march promotions) -Missile Cruiser does not have indirect fire even though it clearly should (battleship had it) National Wonders, would be great if you had to build the prerequisite building in All or 6 cities whichever was less. Let the 6 scale with map size maybe. But I favor this over 75% or 100% simply because it forces you to put off founding new cities at certain times. Civics: Tradition:Oligarchy Get rid of the 0 maintenance thing for garrisoned troops, it makes the player pedantic about keeping as many units in cities as possible. Glad they got rid of this, don't like seeing it back again. Slowdowns: I've got a pretty fast computer, but here's the areas that I saw slowdowns, playing on a huge map. At the end of my turn after I hit next turn. There was a relatively long delay before other civs would start going through their turns. City Screen, any time I would adjust citizens manually. Some new things I'd like to see. Forts that allow ships to dock/pass through and act as an airfield so planes can be re-based to them. Great for making canals, and airbases for bombers to get in range of an enemy far from your cities. A National Wonder: Superhighways that makes all improved terrain in your territory act as if there was a road on it, that includes psuedo bridges over rivers if both sides are improved. Not sure if it's possible, but it'd sure be nice to have, and speed up the late game a bit. Finally a weird question, why the change in great firewall from 99.9% spy reduction to 100% reduction. More so, can anyone explain why they left it at 99.9% instead of 100%? Again, overall I enjoyed the mod, and look forward to see where it goes. I'd love to see it reach the level of balance that sevo's mod did for civ4.