supermanny22 identified the city development mod bugs, there were some errors when I converted the new-building Baths into a modified-Maximus version.
@Txurce
Yeah, I'm uncertain what to do about horseman/swordsman.
The thing is, both horsemen
and the siege promotion had issues, and by buffing the siege promotion you can nerf horsemen (since it's blocked from mounted units). The issue of the siege promotion's weakness compared to alternatives was not addressed. Decreasing horseman strength -15%, -33% vs cities, AND fixing the siege promotion is cumulatively a massive nerf. My instinct is to drop the first nerf while keeping the anti-city nerfs.
@bobbyboy29
I agree. It seems the route they're taking when one choice is overpowered compared to alternatives is to remove the decision entirely (promotion saving, policy saving, early specialists, tech beelines) rather than improving options. I feel somewhat unsettled about it. The problem with libraries wasn't really the specialists, but the fact lightbulbing is
crazily overpowered. Instead of solving the GS problem directly, they restricted specialist AND tech choices (more prereq links). Decision-making was reduced without solving the actual problem.
Most of the patch changes are really good and I agree with completely (like happiness limited by population), but the nerfs to horsemen feel too much, and nerfs to great scientists seem off the mark. They also somewhat fixed unit vs city balance of catapults and trebuchets, but I feel Artillery were a bigger problem.
Here's what I'll likely do:
11

Horsemen.
+1 scientist slot on Libraries.
+1 engineer slot on Watermills.
Perkus's harder free tech mod.
Basically, keep these four things like they were in this mod pre-patch.