CEP 3.3.4 is coming along well. I am back playing Civ 5 and enjoying it in BNW, since you're modding away most of the broken bits of vanilla (again). Here is some feedback to do with what you will. Feedback Point number 1: The tech tree and the popups for tech completions do not match the CEP tech tree very well. I will give some specific examples. Example 1: Clearing a marsh should have a machete icon on the tech tree, or a star with text, or something. Instead it's just not there. Now I know, by having moved a unit onto marsh, that it requires masonry in CEP, but an icon should be on the tech tree. Example 2: When you discover a new tech, a popup box comes up with some flavor text. At the bottom of this flavor text is a summary of what the new tech does for you in a gameplay sense (icons, etc). THESE icons do not match CEP. Specific example: The discovering bronze working popup shows that it will reveal iron on the map (with iron icon and text)... which is not true. Feedback Point number 2: I was fairly sure after reading the most recent unit rebalance thread that Thal was splitting march away from the recon branch and moving it to the end of drill 3, etc for melee units. In my CEP 3.3.4 game, ranged units DID correctly get march after their second drill promotion, but melee units WERE NOT able to get march even after acquiring drill 3. This did not match the civilopedia entries, and there is no in-game method of determining the promotion hierarchy. I suspect a bug, but I'm going to keep leveling up a unit to see if I ever see the March promotion. I agree with the rebalance, but I think it's not fully implemented in 3.3.4. Feedback Point number 3: Pointless buildings, and "temporary effect" policies. While the argument can (and I'm certain it will, in the replies to this thread) be made that situational buildings and temporary (albeit powerful) policies are reasonable choices... they don't feel good to me. Example 1: The mint prior to this most recent mod beta patch. It literally did NOTHING for most cities. At least with the passive +2 gold boost... if I have a city idling and doing nothing... it can work on a mint. The same is true for the garden prior to this most recent mod beta patch. The +1 food at least gives it SOME benefit to offset the maintenance cost. I really feel like you understand me about this point, but you just haven't had a chance to finish rebalancing the buildings completely. Example 2: "temporary effect" policies. At the end of one of the ideologies is the "gain +25% attack, for 25(?) turns" ideology. This is supposed to be my huge military end perk of awesome? Really? What good global war is over in 25, 50 turns? If you were killing them that badly... you certainly didn't need that policy. ALL of the tier 3 ideology policies make me want to cry. They should be so awesome... but instead most of them are "+1 tourism, woot." The tier 1 and 2 policies have some of the most powerful effects of all social policies in the game with regards to food, happiness, even military in the game. However, the tier 3 policies in general are lackluster, and the temporary buff is one of the worst. Who wastes a valuable pick in such a way unless you are already at the last 25 turns of the game? At any rate, those are my thoughts for now. I know you're not fully done reactivating the GEM fixes, but those are the things that I think about as I am playing the current version of CEP.