PS : I would like your opinion on some of the UC :
You asked for this...
UGP - Tlatoani (replaces Great Prophet) 

with, at choice, 
, 
, 
or
: cannot be used to spread religion ; can be expanded to create an Altar (replaces Holy site, so has the later bonus associated) with an additional bonus depending on the god selected when expending (Huitzilopotchli : +3
, claim adjacent tiles ; Tezcatlipoca : +2
and +2
, +1
and +1
for each era past the Ancient era ; Tlaloc : +3
, is considered a source of fresh water (I'll need the Guaramantes code from the Foggara), +1
to all tiles around it ; Huehueteotl : +3
, +10 % building
in the city exploiting it, doesn't stack) ; can be expended to heal all land units in a radius of 1 tile around it.
=> Maybe too powerful and hard to code, but I would like to try it out.
=> The code from the Pathfinder could be used here for when the an altar is constructed.
(UU - Eagle (replaces Scout)


: has the "Will of the Tlatoani" (+10% CS and RCS for each level the unit has) ; has access to the melee units promotions ; still has the "Ignore terrain cost" and "Reconnaissance" promotions
=> less survivable during long melees than the Jaguar, but with superior movement, this units, after some exploration and encounters, will become a surprising danger (without being overpowered) for your enemies and will stay dangerous when upgraded with proper promotions.
=> I wanted to give the reconnaissance unit line of the Aztec a reason to be used (since usually, it's only Jaguar production until the end of the Classical era). This unit doesn't make the Aztec too much more powerful because, even if the two UU of the Aztecs are usable at the beginning of the game, this one is more expensive and is far more restricted in its usability on the long run. I hope it will give even more flavor to the civ without breaking the balance (you'll have to chose between the two branches, like the Shoshones with the Pathfinder)
=> put aside for now because of many negative, but thoughtful, reactions)
UB - Huey Teocalli (replaces Heroic Epic)





: available at Calendar (instead of Iron Working) ; + 5

; + 10

and

in the city each time one of your units dies (scales with era) ; 2 Great works of Writing slots (instead of one), with +5

if themed with Writings of the same era and civilization.
=> bonus for losing units was a thing before in VP, and I wanted to reintegrate it for the Aztecs since it soften this All or nothing side of the civ : even if you are losing a war, you'll replenish more quickly and benefit a bit from it (plus it gives a boost to Tradition Aztec by strengthening your main city's production and culture, which is quite
relevant lore-wise).
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 scout I've already shared my thoughts on. I think another unique unit would be the way to go. We're kinda limited in units to replace however, unless we're willing to go into the renaissance era for inspiration, and ignore the fact that the aztecs didn't actually have renaissance era techs despite the visiting Europeans having it.
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.
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.
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.
UU - Black Guard (replaces Tercio) 

: 28 CP instead of 25 ; doesn't have the "+50 % CS against mounted units" promotion, but has the "Royal guard" (+30 % CS when fortified ; bonus doubled during
) and the "+25 % CS against mounted units" promotion.
UB - Menara gardens (replaces Garden) 



: decreased production/gold cost (250
instead of 300) ; decreased
upkeep cost (1 instead of 3) ; +1
and +2
in city for each Mountain and Natural Wonder within 3 tiles of the city ; +1
, +2
and +2
on Oases and Lakes.
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.
That garden replacement feels kinda... situational? There is nothing in the Moroccan starting-bias promoting any of those types of tiles it boosts.
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?
UGP - Wojewoda/Voivode (replaces Great General) 

: appears each four times a policy is chosen and when an ideology is chosen for the first time ; +2 PM ; can be expended in a city to produce a great amount of food.
=> Inspired by this mod by JFD and Janboruta
UB - Barbakan (replaces Armory)


: requires a Castle in the city ; +5 CP and +75 HP in city ; units in the city heals 10 HP per turn whether or not they take an action ; +2 supply cap instead of +1.
=> Inspired by this
mod from mikeburnfire
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.
UU - Koa (replaces Swordman) 
: available at Sailing instead of Iron Working ; doesn't require Iron ; decreased production/gold cost (80
instead of 100) ; has the Amphibious and "Va'a tele" (when embarked, gain +1 PM, +1 sight, gain +50 % CS when defending and has a chance of withdrawing before melee) promotions
=> inspired by this mod by mikeburnfire
UB - Fale Tele (replaces Council) 


: +3 CP in city ; +1
and +1
from
to and from the city ;
from this city can traverse the oceans.
=> Inspired by this mod by Colonialist Legacies and senshidenshi.
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 - Streltsy (replaces Musketman) 

: cheaper (-15 % cost, but I don't have the values yet, since the CBP wiki isn't complete yet) ; more CP but a little less RCP ; has the "Walking fort" (when having all PM, gains +40 % RCS when attacking) promotion.
UGP - Boyar (replaces Great General) 


: can be expended to build a Town ; can construct Forts and Villages ; +2 vision.
=> directly inspired by a mod by JFD and Janboruta
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.
UU -Armada (replaces Corvette)
: available at Gunpowder instead of Navigation ; increased production/gold cost (350
instead of 300) ; 35 CP instead of 30 ; -1 PM ; has the "earn GA points from kills" and the "Invicible" (+3 XP at the end of each turn finished in a city if the unit has all its health ; cap at 45 XP points) promotions;
=> Inspired by this mod by lincoln-lyf
UU - Encomenderos (replaces Envoy) 

/
: Never becomes obsolete ; can be expended in an allied CS in exchange of some influence (40 influence) to obtain a great amount of
and
, or in a oversea city to acquire a medium amount of
and
.
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.
UB - Waag (replaces Bank) 



: available at Civil Service instead of Banking ; decreased production/gold cost (350
instead of 500) ; +5 CP and +50 HP in city ; 2 Merchant specialists instead of 1 ; -25 % spy steal rate in city ; +4
at Radio.
=> Inspired by this mod by mikeburnfire
UB - Oostindische Compagnie (replaces East India Company) 



: +5
and +5
instead of +4
; +15 %
when building Ship units in cities ; +3
and +3
per allied CS in city ; + 40
and +30
in city when taking tribute from a CS, scaling with era ; +1
, +1
and +1
in all plantations.
=> There will surely be modifications later
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.
UU - Timariotes (replaces Lancer) 

: slightly more powerful than the Lancer (I don't have the values yet) ; 20 % cheaper to produce/buy (I don't have the values yet) upkeep cost decreased by 33%.
UB - Sublime Porte/ Babiali (replaces National Monument) 


: must be built in capital city ; 1 civil servant specialist ; + 30 % GP generation in city ; 2 Great work of Writing slots (+5
and +5 GAP when themed with GWW of your civilization) instead of 1 Great Work of art slot ; +45 GAP when adopting a policy, building a city or conquering a city (scaling with era).
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.
UGP - Induna (replaces Great General) 



: when in a city, +10 %
, +10 %
and reduces isolation and crime by 50 % in the city.
=> In term of combat ability, the Zulu UA makes the job for this UGP. As a consequence, I wanted to shift a little the focus of this unit to give it more economic value.
=> Inspired by this mod by mikeburnfire
UB - Iziko (replaces Amphitheater) 



: no maintenance cost ; +2
and +3
; 1 Musician specialist ; +2 GMus ; has 1 GWM slot.
=> "Iziko" is a Zulu word meaning "fireplace". This was (and is still today) around it that the community would reunite to listen to songs and express their faith. Nowadays, fireplaces are where isicathamya competitions are held.
=> Even if the Zulu are, in term of gameplay, not what we can call a GP-oriented civ, I wanted to help the player diversify her/his strategy with this civ. With this UB, Zulu culture will be more strong and choosing Esthetics can be really beneficial in mid-game to make the Impi spam happen sooner.
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.