Well ... I've been working a lot to fix many issues in the game. For example, now Traits will be disabled until reaching the Neolithic Era. All traits have recovered their original features. I've also removed the Nomadic Trait since it makes no sense now to have it in the game.
One other good thing I've been working on is the Forest/Rivers/Sea yields. Now, forest will recover their original production yields when discovering certain technology. The same will work for river and sea tiles (sea tiles start with -1 commerce yield). So, lumberyard have been removed from game. There will be no need of them now, only to get the Pine resource.
I've also removed the Path route. It is true it didn't fit in the game. It also didn't have a good art file

. For the Obsidian requirement for trainning Stone Axemen I've setup that you will only need to build an improvement for that resource. It really doesn't matter where it is, or in which city you have it. You just need one inside any tile of your cultural borders in order to be able to train Stone Axemen.
Other change I've done is the re-work of the Tech Tree. I've removed a couple of techs and specially re-design the structure. I think it is not really necessary to research Tribalism in order to advance to the next era. I think it should be an optional way, not the only one. The only thing I didn't change was the Cultural Expansion tech required to enter the Neolithic Era

. For example, I removed the Fletching technology. I was redundant with Archery. Maybe Archery is more sophisticated, but spend many turns to get an Archer instead of a Fletcher, I think it doesn't compensate the time spent on it. Archery has been moved back to the Mesolithic Era and it is not a requisite for any other tech. Vanilla Civ Archery tech wasn't either so I think it was wise to let it work that way.
About Civics ... I've tried to make something different with the Ancestor Worship Civic. Basing on it's name and considering its high cost, I've setup it to increase the defense from culture by +10% in all cities. This increase will not be doubled at any time. And about Tribal Law, I wanted to make it work a way similar to Nationalism. I mean, only the Draft feature. However, it will not require a 6 population city and would only give 1 angry citizen. It will only let you draft 2 units (it doesn't matter the map size or gamespeed level) at the same turn FROM THE CAPITAL city, so, you will have to think if it will the drafted units would compensate Capital population reduction. This feature is still being developed so maybe I'll change the penalties. But I think the ones I mentioned are good enough.
Oh, other new stuff is from the Barbarian Lodge National Wonder. It will increase Barbarian Experience by +50% (instead of +100%). But now it will gift you a Free Barbarian Unit (depending on your advance) every certain turns (depending on Gamespeed level). Building cost have been slightly increased too.
Well ... other changes have been done to make it more balanced. I hope I'll upload the new version this week. Any ideas/comments or disagreements, please, post them. I'm always willing to make us of them

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Thanks a lot,
The_Triturador