Just another update here: Air combat stuff (interception) has been reworked in the plan (that was a bit of a mess in terms of the progressions and so on as well). Once this goes into implementation, there will be a little change to the way interception vs evasion works and I'll explain in more detail then.
Capture tags have been given a quick and cursory look over - I didn't want to do much with them unless it's on a cultural unit to give that unit something special but I retained some of the values we have now on core units for the rational they were given that stuff initially.
Tags regarding gold upkeep have been reviewed - I must warn that once this goes into effect, most unit lines will be increasingly more expensive to help with balancing gold expansion later in the game. Military should not be cheap and should really be one of the more costly things for the empire and a reason to be a bit more conservative with your forces. Once all this goes into effect, the AI will be sure to be reviewed to ensure that they understand that cost is a major limitation - I think they generally already do but this should tighten that a bit. It's possible that I might add some further tags to create % modifier dials by era or something but at least this sets up some reasonable base guidelines that we don't currently have well crafted out.
All this means that as units upgrade they're going to get more expensive to support. Almost all of them anyhow. Probably not crushingly so, but we shall see. It shouldn't be greatly upsetting to current gold balances which have improved a hell of a lot lately from what I'm seeing in lets plays.
I remapped out conscription and have planned for a rule change or two on that where it will give you a couple different kinds of equally valid units whenever you conscript, rather than just the first highest rated type it finds.
Some review of bMilitaryHappiness tags has been done. Not many changes there.
iCultureGarrison is an interesting tag that makes the city more or less vulnerable to revolt (as
@JosEPh_II has recently noted is a major factor with LE and Crime units that he's taken to leveraging quite a bit). I've taken a LITTLE of the power in this away from LE units and given some of that to Entertainers so there is another reason for Entertainers to be maintained in a city. Entertainers ARE Educators at first, but after a while they become 2 different lines with somewhat different primary focuses. This is one area that Entertainers maintain but Educators do not.
Things are going a little faster with the planning now that I have a generic sheet I can quickly copy to introduce the next set of tags by theme for evaluation. Still no end in sight (when all this moves into an application phase) but real progress continues to be made at least.