Ok so you thought you'd got rid of me? well I've been biding my time, waiting to pounce..
I'll try to format posts like this in three parts; Bugs, possible oversights, and comments.
The first will be things that are definite bugs, the second category are
maybe bugs, and the third are more subjective e.g. my two cents.
Bugs:
-The standard (concrete) arena for non-greek/roman civs starts a golden age. I don't know if this stacks because I only noticed it in the tool tip so haven't tried building multiples of them.
-Moving monuments with supply wagons is one of those awesome little things in this mod, however it is possible to 'steal' them from cities that you don't control.
-Banks give +25% ship building.
- Auxiliars are gaining Roman ranks from defensive victories. I may have seen this happen once or twice for legions too.
-A very minor issue is that Roman ranked units can only promote after winning one more combat after getting the required rank. So for example if you get an equites to rank 3, it still needs to win another combat, even defensive, for the green up arrow button to appear for promotion. This isn't a big issue but is a bit confusing.
-Tooltip says bread factories have 3 max slaves, but there isn't actually a limit.
Oversights(?):
-Lime walls currently precede lime palisades with respect to their tech order. I think this might be backwards.
-Supply wagons refill very often in vassal territory, I don't think it is realistically possible to exhaust them.
-Why doesn't testudo formation work against skirmisher class units?
-Close order formation (early tech for mesopotamian civs) is almost never used because it's nearly impossible for them to get units with the drill promotion.
-Normal legions cost

100, and imperial legions cost

120, but the only improvement is +10% versus three unit classes. Both are probably too cheap (cheaper than axes/spears/swords).
-Settle reservist tool tip still lists them as giving

,

,

but they actually give hammers instead of culture now.
-other siege units don't get defensive bonuses, but onagers do. Is this intended?
-I read that you can't capture trade ships because then you could gain >3 of them, but you can get them when coastal cities flip. Probably a rare event however.
-Berzerkers don't get Furor Germanicus! I would have thought they were the most likely!


They are quite rare though so maybe you don't want them suiciding? Maybe remove their national unit limit then?


-How do you get Praetorian Guard? I tried getting a Cohors Praetoria to elite, then getting normal Praetorian to elite, then sending them both to the capital, then used worldbuilder to give me the Praetorian Guard building but even then still couldn't promote one.
Comments:
Cavalry
-Why are there both armoured riders and horse armour techs? If I remember rightly the cavalry units from these techs both have the same strength. I just checked and cataphracts come first, 14

, 2

180, sassanid is same but

160. Heavy armoured horsemen come later and are 14

, 2

,

220. All of them ignore terrain.
-This might not be true for all units in these groups, but it seems that generally early unarmoured cavalry units are immune to first strike, but later armoured ones aren't. This seems counter intuitive. I edited this already but I've written down that equites aren't immune, but mounted auxillaries are, so I assume that is true for the live version.
-Horsemen are 8

, mounted auxillaries are 10

, both come from horseshoes tech. When compared to both mounted mercs and mounted auxs, normal horsemen seem basically pointless.
-Why do chariots counter cavalry? Didn't cavalry historically supplant chariots on the battlefield?
- I think generally the later game isn't balanced all that well tbh, especially cavalry. I understand you added this late-game much more recently though, and that you aren't devoting as much time to this project anymore, which is fine.
-this is all kind of related to the next sub-topic..
Spearmen
-I did a quick keyword search in a couple of threads here but didn't see why spearmen were nerfed from 8

to 7

. I always thought the rock-paper-scissors trinity of spears/swords/axes all being 8

was a good idea in past patches. ATM this makes axes the standout because they counter swords, but aren't countered very hard by spears. This is is even worse in cities because axes get +20% siege which nullifies the 20% that spears get against them. That said I like the idea of axes getting a forest bonus because this gives each of the trinity a side specialty: swords do cities, axes do forests, spears do cav and chariots.
-But spears don't really do cavalry because (1) they are just plain weak (2) cavalry can get wedge formation for +20% versus spears, negating their bonus anyway. Granted they do slightly better in forests, but axes do even better (versus cavalry). This is similar to using phalanx formation for +20% versus the trinity. Fare enough I thought, it's a specialised and very powerful formation, but then you can upgrade that to oblique order formation which is exactly the same but you get
+40% versus spears! isn't this becoming kind of overkill? not to mention that the 6

shortswordsmen from the previous Era already counter the 7

spearmen because they get +50% vs spears. This only gets worse in later eras with 10

longswords (+50%), 12

foederati (+50%) etc. Even Nightraiders/Harii aren't that impressive because they don't get any bonuses. Why do spears get countered so much harder than the others? They even get -20% versus skirmishers!
-Basically creating spears (even most of the special or elite ones) is a waste of hammers. They should be at least restored back to 8

, and considering how hard they are countered maybe even 9

! (hyperbole aside, they probably shouldn't be countered so much harder than the other combat classes). That's my
rant over.
-There are too many, and too powerful, buildings for reducing war weariness. I especially don't think that larger cities (provincial and metropolis) should automatically reduce war weary. If anything they should increase it imho. I think I calculated it out and you would have to run all the civics that increase WW to even get any WW. I edited this for myself already so it makes it a little harder to go back and confirm this but I might report back later on it.
-Skirmishers have too many first strikes. They have 2-4 baseline, and so for aggressive leaders they have 3-5 without any experience required. If that was Sparta with Agoge, they'd be up to 3-6 without any experience. The thing with first strikes I believe is that the power rises exponentially, so once you hit some threshold they will almost always win the combat before the enemy can even strike back. I think Skirms should get the flanking and skirmisher promotions for free, but not the intrinsic 1-2 first strikes.