Hi, it's been ages since I've posted on Civfanatics as I have been too busy to play civ - recently I've had more free time and I saw Heph's mod so I downloaded it.
Very pleased that I did too because I liked it very much - a big thankyou to all involved. I love the revolutions mod and it does seem to be more toned down from previous versions - that's good because it used to be very OTT and it totally gimped military victories - this version makes revs challenging but not insurmountable.
Over the past 3/4 days I have been playing a standard Monarch game with Queen Vic and my countrymen - just won last night with a domination win in 1902 and 7 vassals

! This would have been pretty much impossible under some of the early revolution builds so it's good to know it's getting more refined.
I really enjoyed playing it and I was battling pretty much everyone from year 1 onwards (had minor civs and raging barbs so the action started early). The changes really added flavour to the game and added lots of historical depth. The reworking of the civics and religions is excellent

and it forces the player to make choices rather than simply having winwin decisions. I also noticed that this mod has resurrected partisans - I missed those guys from civ2!
I like how each unit has more relevance in the game now - e.g. artillery are no longer completely superceded by bombers as they serve different roles - the skirmisher is a handy addition too.
The mod also seems very stable too although I did have one CTD error when I chose a religion (I think it was judaism) - no prob - just reloaded and chose toaism

.
I have some suggestions/obsevations from my game as feedback:
1) The military doctrines are very very powerful - I dominated the game with a combo of superior seamanship and (later) entrenchment. Superior seamanship allowed me to spam super privateers and blockade my rivals for ages (maybe over 100 turns) before they were finally cleared out by destroyers - this gave me a massive lead and I was able to carry over the promos to upgraded ships.
Entrenchment was perhaps even more overpowered - it made my units pretty much unstoppable - I was at war for 90% of the mid/late game and when I built entrenchment I pretty much stopped losing units. I simply spammed paratroopers with entrenchment 1&2 plus tactically placed medic paratroopers and I killed off hundreds of infantry/artillery/cavalry for perhaps 9 paratroopers - no exaggeration.
SUGGESTION: perhaps these doctrine promos should be scaled down or the standard promos should be scaled up - e.g. combat 1,2 etc is totally inferior to entrenchment and seamanship - more should be done to encourage a choice.
2) I liked the exceptional, extraordinary etc promos but they just aggravated the problem highlighted above - it got plain silly when one of my paratroopers was given the avatar promo (4 first strikes plus 100% strength!) plus entrenchment 1&2 plus march straight out of the barracks

! That unit just cakewalked through everything and the enemy had no answer to it.
SUGGESTION: make exceptional and extraordinary pop up occasionally but hero etc is too much - maybe one could be a warlord promo (either hero/legendary hero - not avatar).
3) Heph, I know your going for the less is more approach and I really appreciate that but perhaps there is some room for some extra units for gameplay purposes - 2 that spring to mind are a pre-catapult seige weapon (balistae perhaps) and an industrial age AA gun to precede SAM infantry.
Anyway, thanks again for putting this mod together - it's one of the best I've played.