Great mod! I really appreciate your work, Albie!
I agree with nearly all of your changes, so only some comments on the ones I would like to see changed:
Explorer CS 6 seems a bit much to me. It has more offensive use than it should have. CS 4 and +50% def or CS 5 and +25% def could be better.
I also would like if the Explorer would get 3 Movement points, but lose its ability to ignore terrain costs. Wouldn't it be more logical (and fun) if the Explorer is faster on open terrain and needs more time for "harsh" environment like forested hills.
Pharmalab with +3 Health (and +1 from quest) seems a bit strong for such an early and cheap (95 prod) building. 2+1 would be better for me.
I like that
Stations spawn later, but I don't think they should spawn further away from the players and get clustered. Makes early trade with them harder and takes away the decision to attack them or not if you "like" their terrain.
The reduction of the number of trade routes is great. 1 TR per city makes the game playable. Why the
extra TR for the capital? Two early TR have way too much influence over other decisions (buildings, tiles) in the very early game.
Brazils UA is very exploitable for human players. Moving ranged units after attack is way too strong. Only for melee units would be ok and interesting for a human player. But can the AI use this?
And some
suggestions of things I would like too see changed and that seem to be relatively easy (from balance and coding):
Make
Ships and Alien Sea Dragons less squishy. As they defend with CS and not ranged CS, their CS and ranged CS should be equal, so they cannot one shot each other. Its bad design that always the first attacker immidietly wins.
The
CS (not ranged CS) of all ranged units (including aliens) should be sligthly buffed. I like that ranged units are weaker in comparison to melee units (they are too dominant in Civ5), but they are total pushovers once they get attacked in melee. That really hurts the AI as it is really bad in protecting its ranged units.
(Like in Civ5) the capital gets no
MagRail prod modifier (+20%) because it does not get connected.

(@Firaxis) Perhaps this could be added when the tech is discovered (via a free building or quest perhaps).
As far as I see there is no bonus for
movement of embarked units in the the tech web. Perhaps this could be added in a mid game tech.
Really great work and thanks for your efforts. I hope you continue the mod! Wouldn't like to play without it.
