Looks good.
New Units. I love the new units and unit rebalancing. Really good changes. Not sure about the techs they unlock at - Men-with-Arms at Apprenticeship, will anyone build Swordsmen - but happy to see how it plays out.
Civ balance. Civ rebalances all generally look good. Really liking Spain, Khmer and Gorgo. If there’s anything that’s a bit of a downer, it’s that a lot of Civs have now had some of their “trade offs” flattened out which might them a bit less challenging to play. eg Khmer doesn’t need to trade off their HA bonuses v getting better adjacencies, Maya don’t need to deal with low housing until they get builders up. It’s though to say if that’s good or bad - I really like having those sort of tough choices, but I suspect QA found that those trade offs weren’t actually all that fun in practice.
Cree, Lumbermills, Workshops. I’m absolutely gutted Cree didn’t get a free starting Recon unit, Lumbermills didn’t get a bonus for being on rivers, and Workshops didn’t get a buff (eg +1production to Strategic Resource tiles). C’mon Carl, these changes are no-brainers!
Oh God, Spies. Sorry to see Spies haven’t been tweaked. No spying on Allies suck. Really needed to be rolled back a bit or tweaked a little - eg bring back sending Spies as Ambassadors or at least give us a smaller list of missions spies cam run in Ally cities.
Colonial District, Governors. Out of left field, I know. But I’m kinda bummed we’ve finished NFP with still only one Civ that gets a unique Governor - that really seems like something that at least one more Civ should get, a bit like how there at least two leaders (not just one) that can lead two different Civs. Also a bit bummed we only got one extra Purple district. Feels like three instead of two would be a better number, like maybe a Colonial District that buffs Governors placed on foreign continents?
Overall. Seriously. It’s a good patch. The new units will massively improve the game. The other balance changes look really good. Good work Carl and team!