Some feedback regarding recent SVNs.
1) At first I thought I wouldn't like the changes to ancient era unit strengths. However after playing for some time I don't mind these changes. Along with free wins barb archers stopped being obnoxious. I like that archers are less of a PITA in cities however they are pretty bad in the field both as an aid bonus and direct fighters. Right now I build them as cheap units to station in cities. Warbands being available later is quite a nerf to food heavy starts. On the one hand it's just one tech later, on the other hand it's the latest tech of an ancient era. This change also increases the value of copper substantially if one has to fight wars in ancient era. Skirmisher nerf is unnoticeable in an ancient era however this units becomes useless pretty fast. After horseback riding and iron working it is pretty much pointless to build them. I know a medieval recon unit was discussed a billion times but maybe explorers should become available just a bit earlier. I also liked the idea for changing the aid bonus of light charge mounted cavalry to recon. Almost two eras without proper recon units feels wrong.
2) Naval workshops that use cotton as an input require weaver's shops. Which you can build only three. So if you have more than three cotton you can't use them all to convert to naval supplies. Btw AI values naval supplies extremely poorly. There was a moment when a computer player didn't want to buy it for just one gold. And I'm pretty sure I was selling them to a civ with access to the ocean.
3) The buffed fortification building is making quite a difference. If you bring few artillery defending emplaced siege units can gain quite a few promotions during siege.
4) The cost of spy missions especially devastating ones is way too low. In my current game one civ (albeit with a politician trait) was constantly changing the state religion of three other civs during most of a medieval era. It shouldn't be so easy to disrupt whole civilizations. I'm not a historian but I'm pretty sure there wasn't such a historical precedent.
5) Some time ago the air unit evasion system was overhauled. The percentages were upped but some units of the era retained old percentages. For example, a unit Guided Missile has an evasion power of 100 while contemporary means to intercept are 200+. Paratrooper 75 vs Fighter 120 and even more after. Special Forces 150 vs Advanced Fighter 500. Tactical nuke 50 vs Air Superiority Fighter 475.
6) I don't know how historically accurate is this but I feel that Free Religion civic becomes available a bit too early especially how eagerly AI adopts it. Seeing most of the world secular in renaissance feels strange.
7) I don't know if it's technically possible but maybe add a separatism malus to a revolutionary trait when separatism is enabled since we've established that this trait is not that negative
.
8) I don't know whether this is a bug or I'm misunderstanding how combat works. I had at least 4 first strikes but in actual combat only hit once before the opponent. Can anyone explain?
9) In keeping the tradition of nerfing doctrines can we please reduce the duration of a new one - Art of War - to be obsolete earlier? It lasts noticeably longer than other doctrines.
10) The maximum number of cities needed to gain all era arts is seven. Except Romantic Art. It requires nine cities (three operas). All other era arts require buildings that can be built in any city but an opera is a conditional and a restricted building. I know it fits thematically but this exception requires the player to get additional cities and/or place operas in a hurry instead of waiting for a better city to build them.
11) I like the recent changes to AI behaviour regarding jealousy and open border agreements. AI is more sane and sensible. It's very stressful to be a chart leader.
12) I like the somewhat recent change that allows steel ships to attack multiple times per turn. No need to match the number of ships AI throws at you if you have a tech lead.