I like the Psi barbarian thing the way it is now, personally
Me too, but there were complaints earlier that turning on "No Barbarians" didn't stop the Breakout. On one hand, I have to ask why you'd be playing a themed content mod if you didn't want to experience the whole thing, but on the other hand, No Means No. And on the gripping hand, the psi mindworms serve a useful purpose for game balance, so I'd rather not totally toss them out entirely.
Right now I've got it to where "No Barbarians" cuts the Psi spawn rates in half, but it won't prevent them from spawning entirely. The question is whether anyone actually USES that No Barbarian flag, and if so, whether that's a problem. (Given that in v.1.00 and earlier there's NO mitigation of spawn rates, I'm not too concerned.)
Also, my god, this patch almost completley guts your mod,
It's pretty rough to both mods. The Balance mod gets some serious headaches involving improvements, tech dependencies, and Wonder effects. Or little things like how they're making the Mud Pyramid Mosque require a Monument, when I did the reverse and made the Temple NOT require a Monument.
The Content mod has some rebalancing of tech costs, changing a few Policy effects, and some resource stuff. The real problem is the less obvious balance issues, involving how much Happiness and Gold is in the game; you'll notice that they're reducing the maintenance costs of many Industrial/Modern buildings AND several civs' traits now involve reducing unit maintenance?
The devil's in the details. For instance, they said that the Barracks, Armory, and Military Academy now give XP to all units (meaning air and sea as well). This is a HUGE change, because it means that Air units would be able to start with 2-3 free promotions, and that means getting to Logistics and its 2 attacks per turn VERY quickly. This is a huge advantage to the player, since the AI won't look forward like that.
I generally don't want to just flat-out say "I like my version better", because I'd really prefer things to adhere as closely as possible to the vanilla game because of how much easier things would be the NEXT time, but they really seem to be crippling mods like mine.
My real complaint is that these sorts of balance things should have been completed back in, oh, DECEMBER. If we don't have a stable baseline to work off of, how can anyone expect any modding to get done?
And while im at it, order and autocracy mutually exclusive? Autocracy is now almost worthless because you cant maintain the large amount of land you're obviously aiming to conquer
Autocracy was already basically worthless, this just makes it even worse. Although the effects are very strong; note that their Total War effect is nearly identical to my own Power policy? (+XP in all cities, +production for military units)
Worse: Freedom and Order are now exclusive. That, to me, is just insane; I loved pairing those two in large empires, and really, what else are you going to take? I mean, I basically go Liberty, Piety, Freedom, Order, and then maybe Patronage for a fifth.
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On the bright side, several of the effects they've described are ones we didn't have XML stubs for before, so presumably they're adding more of these. Unfortunately, they explicitly listed the GameEvents they're adding, and none of them are the ones we'd asked for. Seriously, we just need a StartCombat and an EndCombat...