Which late-game civics/technologies aren't balanced in your opinion, woerkilt?
1. I feel that Technocracy is either underpowered or redundant, especially compared to Representation. I tend to emphasize city population in my games, so I usually have a lot of specialists getting that +3 research bonus under the Rep civic. I realize, of course, that other people don't necessarily play this way.
What might be a cool thing to do with Technocracy is to increase the points for generating a Great Person by 1 per specialist, or a flat rate of 3 per city. That would make it different from Representation, while still being relevant to the idea of a technocratic state. Since the point cost for birthing Great People is high in the late game anyways, I figure this would give the civic sufficient power to stand on it's own.
2. Final Battle is really cool, but a tad overpowered, especially since Legalism also gives a +4 XP bouns. I suggest reducing the XP bonus to 2, while keeping the worker and military unit production bonuses. Or, keeping the XP bonus but reducing or eliminating the worker bonus.
3. I think an unhappiness bonus for Legalism makes sense, given it's Civilpedia description as repressive, but connecting it to non-state religions doesn't seem to make as much sense to me. Considering that it gives a potent XP bonus, putting 1 unhappiness in the largest cities, like Mechanized Workforce, seems more likely to me while achieving balance.
4. With that, I think the unhappiness penalty for Mech Workforce is steep compared to the bonus. Technocracy doesn't have any penalty at all, but if one insists that this particular civic would logically upset citizens, it should at least give a comparable bonus, such as 25% production in all cities, or giving it the worker bonus that you might take from Final Battle, on top of the 10% production. Something like that.
5. The Mind Control Center is too powerful, even with the production penalty, because it negates the penalties of civics and defeats the purpose of many other buildings. The MCC and Mech Workforce nearly cancel each other out, for example. Reducing unhappiness by 2 in the city, instead of eliminating it entirely, might work out better.
Otherwise, I like the promise and the intent of this mod. I'm primarily distressed that the newer versions seem to be playing memory havoc with my late game, in the larger and longer modes.