As the title suggests, I have been working on a government rebalance mod for C3C, with a couple of broad aims in mind: Nerf Republic slightly, so that, as an ancient-era government, there is at least some incentive to brave some more anarchy to go for Democracy when it becomes available. Redesign Feudalism so that it isn't completely useless outside of a single niche scenario. Early governments are tuned for less developed empires: fewer cities, smaller populations (higher % of 1–6 pop towns), so on, while late-game governments scale better. I haven't had the chance to put all that many games through this mod to test balance, as my Civ-time is a bit limited at the moment, so I'd be keen to poll some feedback and ideas from peoples' own experiences (to clarify, definitely not expecting anybody to playtest this for me, just maybe pick up on obvious mistakes or bad ideas). I'm open to ideas from any perspective: historical accuracy, gameplay/balance, fun, anything at all. One specific question I do have, based on my changes, is the AI is able to account for increased cost/unit or decreased free units and build fewer units accordingly, or will it go broke trying to build the same number as it normally would? With that out of the way, here they go: Despotism Still the worst. No changes required. Monarchy War weariness is increased to Low, and free units per city is now 3/4/5. It's still (intended to be) a viable 1st choice if you intend to go down a more militaristic path (see Republic). Republic Corruption increased to Problematic (same as Monarchy) but the Trade Bonus is retained. War weariness is High. I have confirmed that this really hurts in the early era. Later on you have mitigation options (surplus population as entertainers, luxury slider, luxury trades, police stations, etc.). Feudalism Redesigned as a "better" Monarchy, forcing the player to choose between an early Monarchy switch or wait around a little longer for something with more future potential. Corruption is Nuisance, cost/unit is 1, and free units per city is 1/6/6, giving Monarchy a slight edge in small undeveloped empires, where Feudalism's decentralisation via vassals allows larger empires. I accentuated support costs to achieve this. Hurry method is also Paid, as with Monarchy. Democracy Democracy is unchanged, except it is no longer immune to propaganda. Communism Worker rate increased to 3, War Wariness is now Low (making Despotism & Fascism the only weariness-free governments), and the free units per city slightly modified to 5/6/7 (as much as I enjoy the thematic uniformity of 6/6/6). This is positioned as slightly more of an all-rounder between peacetime and war, so I am still on the fence about the Hurry Method. The question is whether this Communism is more of the Soviet flavor of forced labor camps or a more modern hybridised Chinese version. (My limited understanding on this subject is that China is more a combination of free market and planned economics, and might in a very abstract sense be seen as "softer" than the post-WW2 Soviet model.) Fascism Draft limit increased to 3, and free units per city changed slightly to 5/7/9. A minor tweak, but changed to gear it towards getting more out of conquered cities (likely to have been battered down to size <7).