The SVN version is intended to be feature-testing, no? It means there will occasionally be things that come through, or changes that may have ramifications that aren't visible without many hours of playtesting, which may be better spent working on other bugfixes or features. Related... It is difficult to run full-on test games, but certainly it's not only code that's looked at [note: for all of this, I'm only speaking for myself, I'm sure other devs have differing philosophies]. For instance, in my build/improvements change last week, before pushing to git master I played ~100 turns of a new game and ~20 turns of a midgame save to make sure it worked on new & saved games and the intended changes appear as normal. In order to truly observe the full feel of terrain impacting where you can build routes, it would be required to play a minimum of 3 eras - prehistoric into medieval - which leads to me choosing either to mod, or to play, since I don't have time to do both (and I'm generally choosing mod). So, feedback from players on changes like this is appreciated, hence, the SVN version of feature testing. Of course, that testing did also happen to miss a ctd accidentally introduced that was quickly found by SO, but I fixed it same day. So back to xml tweaking here - yes I played some turns to make sure the values are in the game and working mostly as I expect them to, but the fine-tuning balancing of is left to players to complain or suggest further improvements. I can't say anything about the SAFE_GOLD_PERCENT, didn't see that being worked on, but that's at least how I approach making these fixes/changes.