Other stuff:
On the other hand, I think you’ve got coastal cities just right. Coastal tiles feel worthwhile, only a little weak compared to the riverside trading posts. I don’t think coast needs scaling back, I think they ought to be just as much primary gold-generators as the riverside flatlands. Really nice. Edit: this version still had +1 coastal gold from harbour - I know I was going on about gold being too high, but this felt like a good amount of gold and a return on a fairly significant investment, to actually make coast tiles really desirable. I realise it makes the harbour very powerful though. The seaport feels a little weak for its cost – perhaps it could gain the +1 gold on coasts, or a boost to naval xp if you think that's too much.
Resource abundance is MUCH better, very cool. Iron deposits do still feel a little too abundant, though. And the single-oil resources just don’t quite feel worth the effort – and certainly not worth going to war over. Given that so many different things rely on oil now, I don’t think making all land oil resources give 2 oil is too much. The richer offshore deposits are a GREAT idea though.
Also, hydro plants don’t actually use aluminium, and spaceship factories use oil. Because of this, it was hard to judge the changes to aluminium vs oil usage, but my oil was in really short supply, and I was really wary about where to use my limited aluminium (before I realised the problem) so the balance seems like it’s probably pretty good.
Walls are awesome now. Attacking a strong AI, they built quite a few in response and it made attacking their cities considerably more difficult and absolutely reliant on siege. Really cool.
Although the free policies at eras were removed, it’s still saying I need 6 trees for the Utopia Project
The Piety tree has a little graphical glitch with the right-hand linkage arrow to theocracy – not sure if that’s just a limitation of the UI
A vanilla issue, but perhaps just brought into a starker contrast by the higher pop growth in your mod – the bias for acquiring new tiles from culture is really skewed against production tiles (hills/forests). Is this the sort of thing you’re able to tweak a little?
Buying units seems to be about the same cost as buying an old unit and then upgrading it (even without the Honour policy). Upgrading never felt expensive either, so I guess maybe that’s an argument for bumping up upgrade costs even more?
In the late middle ages-renaissance, there’s now a huge clump of techs where every tech leads to a new unit. Not sure how much you’ve changed the tree here, but it sort of feels like swordsmen, knights and trebs obsolete a little fast and don’t really get a chance to shine. I realise rejigging the tech tree is tricky, and I can’t suggest anything better, it just does feel very crowded right about there. Also in light of recent real-world events involving bankers, it does seem a little odd that the only prerequisite for Banking is Chivalry
The workshop says it gives +40% production but was actually giving +20%
The aqueduct is a great building. Fits really nicely, causes tough decisions on early builds, favours fewer and bigger cities, awesome. Really like it.
I think because the smokehouse and aqueduct are good builds now (I build both quite a lot but not automatically now, which I think is testament to their success), the watermill (poor old watermill) gets relegated to the 3rd priority food-related building (4th if there’s a lighthouse needed too). So by the time I would want to build it, 2 food 1 prod isn’t really worth the cost. I’ve come to think that +1 food for wheat is perhaps just powerful enough to make it worthwhile. EDIT: Saw your newer watermill changes, they just might do it!
Don’t know if it’s intentional, but you can build the military academy without the armory now. Not really an issue either way, really. And there’s nothing wrong with them, but they’re just perhaps a little boring. I wonder if the later, more expensive military academy could maybe give 15xp to land, air and sea units instead – since there’s nothing to give air or sea xp. I like what you’ve done with the arsenal/harbour for air/naval production, by the way.
I noticed the solar and nuclear plants are both back to 25% production boost. Given that they’re so late, so expensive, and there’s already plenty of other production boosts around by then that dwarf their contributions, they don’t really feel very worthwhile. 80% was on the high side, but what about 50%? Solar plants could also require aluminium, to balance them out a bit.
EDIT: Saw the new changes. The 100% for nuclear is fair given how rare uranium is now, but 25% for the solar plant still seems very low and not that exciting at that point in the game, even for a cheaper building.
The special resources still get a little dwarfed in the middle-to-late game, even with the relevant buildings, and could maybe do with a tech-based buff to tile yields as well? Perhaps something like plantations at Fertiliser, camps at Rifling, iron at Steel?
Vanilla issue, but planes gain xp really fast with very little risk. I’d suggest maybe dropping them from 4xp for an air strike down to 3?
The new Ottoman trait was good, and pretty balanced, I think. It was cool taking advantage of the separate GPP counts for different great people types and making some really GP-focused cities (not just limited to Great Scientists like Babylon). Seek’s changes balanced scientists pretty well too, I think.
Anyway I hate to sound so nitpicky, I had a hell of a lot of fun with this last game and I really do think the balance is getting really close to being just right. Really looking forward to the newer stuff with the puppets etc; sounds awesome!