The Harappans/Indus Valley Civilization:
I didn't want to make a whole separate post for this civilization, because, unlike Egypt, this civilization is fairly simple, and doesn't really interact with any other civilizations. But I would still like to share my thoughts on the Harappans, and some possible changes.
Historical Goals:
1.) Establish a trade connection by turn 42; This requires the player to go down a tech path they would probably avoid if not necessary for getting a trade connection, thus adding a small degree of difficulty to the next two goals. I would just say there is room to make this deadline a little more strict if you wanted to, as I completed it on turn 29.
2.) Construct three reservoirs, two granaries, and two weavers by turn 55. Again, no complaints here with the basic premise of the goal, its good to have a goal promoting infrastructure development before the population growth goal. But I think there is room here to make the goal a bit more strict if you wanted to, as I felt like I had plenty of time to achieve it. A note about building the weaver: It currently doesn't do a whole lot for the Harappan historical game. There is a cotton resource that can be developed with Calendar, a sheep that is covered with forest, and some dye that is covered with rainforest and savanna. Since Alloys is too out of the way for the Harappans tech path, I suggest that the forest and savanna be removed from the sheep and dye in the Harappan area, in order to encourage their settlement and development, and give the weaver some utility. Also, since happiness is probably your biggest enemy in the Harappan game.
3.) Have a total population of 45 by turn 97. So of course I love the population goal, that's what the entire Harappan game and toolkit has been building to up until this point. However, I think we should go about it slightly different. I recommend the goal should be changed to "Control a total population of 50 inside historical territory by turn 92. More population, less time, and less territory allowed. In my game, I won with 45 population in historical territory on turn 84, so this should be roughly doable. Requiring population in historical territory would also obsolete the old cheap strategy of spamming out City Builders, and settling them all on a single turn, to meet the population goal.
On the topic of historical territory, I don't understand why the Harappans have a sizeable Conquest Area to the north of their spawn. From my understanding, the Harappans were never found to have military weapons, nor murals depicting warfare, and are presumed to have been peaceful? I recommend this Conquest Area be changed to Historical Territory. And Harappa has a random historical tile in Afghanistan which, Google tells me, was a trading outpost of the Harappans? I think it's cool, a great incentive for the player to go settle up where they otherwise wouldn't.
Barbarians:
In my opinion, I don't think barbarians have a place in the Harappan historical game. As I referenced earlier, the Harappans are thought to be very peaceful, and I think with this civilization, we have the opportunity to craft one of the only civilizations without any outside threat, and just be forced to contend with internal conflicts. I think there is enough barbarian gameplay in the other civilization gameplays, the Harappans should have this as a unique aspect. I propose those barbarian chariots and swordsmen spawns be removed if the Harappans are still alive, at least until the end of the historical game. Increasing the population goal in UHV3 would keep the game sufficiently difficult, if the barbarian threat is removed.
Great Bath (of Mohenjo-Daro):
I'd like to make another plug for this wonder.

I hate to see the Harappans as the only 3000 BC civilization without a single wonder, and I think this wonder would tie in very nicely with the Harappan unique power and goal.
I found this model and movie on the forums:
I made this for my Thomas' War mod The Great Bath of Mohenjo-daro: Kinda self explanatory. Once you build it the city plot becomes a source of fresh water (for farms etc). This does not obsolete. If you own the wonder any settler...
forums.civfanatics.com
That version of the Great Bath gives a source of fresh water and an extra population in new cities, which is mostly unnecessary and already covered by the City Builder unique unit
However, I suggest:
- +2
(stolen from Aqua Appia, Romans don't need more health! More health works perfectly with the Harappan unique power)
- 180
cost, double production speed with stone
- Inspires a Great Engineer
- Requires Masonry, Obsoletes at Medicine
Having more health in all your cities would help your many cities grow to help meet the population goal.