You asked for this...

The great prophet seems really complicated I mean I don't even understand half of what it does from reading the text. But that's probably because most of it is huehuehuehue![]()
The presentation isn't very good. I'll rearrange it a bit.
The Eagle won't be used except if a lot of people reject the Tlatoani.
Not really a fan of the wonder either, feels like it is too based around throwing units away. The AI would probably do great with it, but that does not really make it a good wonder.
I'll base the production/culture on the units strength, and not on the era you're in.
That aside, we disagree a lot on that kind of subject (that and the value of garrisoning in general

The unique unit is a lot weaker than the other musket replacements.
Withdrawing can be good, but is generally not seen as fantastic. Indirect fire, while synergizing fairly well with the Iroquois UA isn't really a very good promotion, I mean it even lowers RCS further.
I'll strengthen the unit to make it more viable and try to keep the playstyle I intended it to have.
The wonder is... Fine I guess? Hard to tell really, those are a lot of yields, but it's a wonder so it's limited to one city.
I'll rework a part of the bonus to make it more interesting.
Honestly, even if they kept the 50% vs mounted promotion this still wouldn't be the best Tercio replacement.
I mean just compare it to the musketeer, 30 CS +15% when attacking +1 movement and ignore ZoC. I have a hard time seeing the Black Guard match that during golden ages and with the +50% vs mounted.
I'll strengthen it : the goal is to have a "check-point creator" defensive unit (to compensate with the highly mobile berber cavalry and to act in synergy with the kasbah), but the fact the Musketeer still has the "+50 % CS against cavalry" bonus puts it miles away from the Black guard... If I remember well, Gazebo spent some time wondering before deciding to make the bonus return.
That garden replacement feels kinda... situational? There is nothing in the Moroccan starting-bias promoting any of those types of tiles it boosts.
My experience of Morocco was that Moroccan cities makes excellent chock-points through the use of terrain and kasbahs, and so that the civ worked well in places with lakes and mountains. Because of that, I wanted to make this kind of place more attractive for the player through this UB. Time will tell (after all, it will depend a lot from the map), but I'll modify the bonus a bit to make it more stable.
The knight looks fairly interesting, although I would personally not use -upkeep on any unit, it's just an extremely confusing stat with how unit maintenance works in VP.
I'm not really a fan of adding artists/writers/musicians to unique buildings, mostly because it's weird seeing them outside of guilds, and they're of limited use in cities without guilds.
Still the rest of the building isn't horribly handles, although I would personally add some yields to the building instead of those artist-points, they feel pretty weird.
Also I'm assuming the stone works replacement would be buildable in cities without stone, right?
The unique Stone works will be usable in all cities, but I'll rework it a bit.

The general feels kinda weak, and kinda weird truth be told.
The armory replacement feels really weird. Slowing down the production of an offensive building by tying it to a defensive building on the same techlevel. The bonuses honestly don't feel very inspiring either.
It is right to say that the Voivode bonus isn't very inspiring... I'll try to find something.
I'll move the requirement from Castle to Walls and reduce the cost of the building.
The bonus is like a mini-wall + a mini hospital altogether. It may look bland, but I think it is very powerful in attack and in defense to rejuvenate your units at a higher speed than your opponent. Tests will tell...
The unique unit feels kinda fun, if it works. Maybe it's boring to have two unique melee-units however.
The council replacement I'm not sure about. It feels kinda underwhelming, which is probably because it's a council replacement. Not much wiggle-room with so early buildings.
Still I don't really know what I feel about it. Also, can't polynesian trade-units already traverse oceans from the start?
UU : The two UU don't appear at the same time, both are placed in the middle/upper part of the tech tree and, if you preserve your units through the Classical era, your two melee foot units of the Medieval era can work very well together. I really like this UU, but I would a more developed opinion on the unique promotion.
UB : A council replacement won't have a lot of bonus, that's clear. I'll see what I can do to make the bonus more interesting.
You're right about the trade units traversing oceans : because the cargo ship is considered a civilian unit always embarked and which cannot disembark, it can traverse the oceans immediately (if I'm not wrong).
From experience I can tell you that defensive archery-units aren't very popular. Not really sure what PM means.
The general replacement feels kinda weird truth be told. I'm probably biased but I don't like it.
In general I'm not sure if I like Russia having two more military uniques, there's so much more to Russia than just constant warfare.
It isn't a "defensive" unit : it is a unit which benefits from not having used a MP before attacking (by PM, I meant "Point de Mouvement", the French version of Movement Point... I wrote the term I had in my mind instead of the one understandable

Because of this promotion, the unit, which has less RCP at the beginning, will have a higher CV at the end if it doesn't move (or use logistics to attack two times) while also having increased CP, so increased survivability to enemy fire.
The Armada, I've personally never liked the idea of getting bonuses for fortifying, it just feels very passive.
The envoy feels like a balancing nightmare. Also I'm not sure if I understood it correctly, but you're actually losing influence with the CS right? Weird stuff.
Armada : This unit rewards long-term investment and planning before war more than simply garrisoning : it is not with 3 XP per turn that the unit will be able to heal fast through to promotions...
Encomenderos : The goal was to make a unit able to exploit foreign/oversee population. Balancing will take time, but I'm sure it could make an interesting unit to use (+ the influence you can be regained by using another envoy : it is like farming CS

There is a clear problem here. Netherlands should definitely have another military unit, they are passive enough as it is. This however leads to another problem, the bank is way too defensive and imho weak to stand on it's own and the East india company (not sure why you're replacing one of the most famous east india companies with it's name translated into dutch. Also not sure why you got rid of the V in VOC), is just too weird and all over the place.
I definitely think a bank UB is the way to go, but it needs to be more fun and less of a wall.
I agree that the Netherlands should have another UU : I'll search more (if I remember well, JFD did a mod about the Flanders, a region of nowadays Belgium with Dutch culture)...
Concerning the bank, if I find an interesting UU, I'll keep this UB and suppress the VOC.
Really don't like the UU suggestion. First of all, why not just use the Sipahi if you're making a Lancer replacement. Second, the bonuses are all just really weak. Cavalry are powerful specialist units usually limited by strategic resources, why make them cheaper to mass-produce?
Not really sure I like the national monument either. Personally think the Ottoman need something to represent their powerful infrastructure and stability, I mean they did keep together for a really long time, especially considering how recently it was (less stable empires the closer you get to the modern age). Hammam just feels like a way better choice.
I'll change the name to Sipahi...
One thing that bothers me about the Ottomans is the fact two land UU appear at exactly the same time... Does anybody have an idea of a different UU (not a cannon please, since the Ottomans are already really strong at that kind of thing) ?
Speaking of the Sublime Porte, we could replace it with the Millet court (another Courthouse replacement ?)
As I've mentioned before I'm really not a fan of bonuses that wants you to keep units standing in cities, this includes great generals.
I'm all for a cultural UB for Zulu (or something stability-based to help keep conquests together) but do you really think musician specialists is the way to go? Why not just let it produce a bunch of extra culture along with something else?
By the way you can't have both musicslots as well as writingslots on the same building (the UI won't allow it, according to Gazebo) so this building would completely destroy the ability to accumulate great works of writing.
Once again, what you say makes sens

Thank you for your contribution !
