Each time the same thing : the day before i post a list of points to ameliorate things you post a new version 
Whatever i'll do it, some things stay true, other have been changed.
Victory conditions
The cultural victory is really "trash" to obtain, much harder than in 1.8 and befoe mostly because of the conjunction of 2 aspects :
- science slower (nice point)
- the "+100% culture" civic is coming veeeeeeery late in the game (even is forum is nice, the effect is not really comparable)
If you want to be able to have cultural victory, it should be possible to switch this one with aristocracy on the tech tree, even if the court stills stays at the end as a building.
Units
Carthagenian elephant and legionaries were ways too powerful. Great to have them changed this way, no more city attack for legionaries, no more withdrawal for elephants. Perfect. I would whatever suggest 2 changes on legionaries :
- that you can follow building legionaries even when you have heavy armor so you can upgrade then and still have the ennemy territory move
- the ennemy road moe bonus should not be affected by the "road building" bonus move. This is imo much too powerful to move so much in ennemy territory.
The IA makes bad use of troops for city defense, with may archers and few med/heavy units. Even a very strong IA is usually butter inside cities. Strong and numerous troops outside, but few in cities.
Civilizations
- I cannot say why, but Viriato became a clown since 1.9, unable to really survive conquest. And when you play him, very very trash. I would suggest to give him an help with a luxury or food ressource near Numantia to help him not being so much late in science.
- french territory is "too good", the consequence is that the player controliing it becomes really really strong since this territoy allows a terrific GP or cottage farming. I would suggest either to put more dense forest on it, or better to remove some of the special food ressource
- egypt is really strong at the beginning but usually becomes weak because of the very low production. i find is quite an "amusing" situation when you play egypt, challenging. But when you play a neighbour of egypt, i find is "too easy" to let them find every religion and then conquer them
Buildings
Congratulations, you yet changed most of what i would have to say about buildings.
And, again and again, congratulation for this marvelous mod ;p
Got to test this new map :]

Whatever i'll do it, some things stay true, other have been changed.
Victory conditions
The cultural victory is really "trash" to obtain, much harder than in 1.8 and befoe mostly because of the conjunction of 2 aspects :
- science slower (nice point)
- the "+100% culture" civic is coming veeeeeeery late in the game (even is forum is nice, the effect is not really comparable)
If you want to be able to have cultural victory, it should be possible to switch this one with aristocracy on the tech tree, even if the court stills stays at the end as a building.
Units
Carthagenian elephant and legionaries were ways too powerful. Great to have them changed this way, no more city attack for legionaries, no more withdrawal for elephants. Perfect. I would whatever suggest 2 changes on legionaries :
- that you can follow building legionaries even when you have heavy armor so you can upgrade then and still have the ennemy territory move
- the ennemy road moe bonus should not be affected by the "road building" bonus move. This is imo much too powerful to move so much in ennemy territory.
The IA makes bad use of troops for city defense, with may archers and few med/heavy units. Even a very strong IA is usually butter inside cities. Strong and numerous troops outside, but few in cities.
Civilizations
- I cannot say why, but Viriato became a clown since 1.9, unable to really survive conquest. And when you play him, very very trash. I would suggest to give him an help with a luxury or food ressource near Numantia to help him not being so much late in science.
- french territory is "too good", the consequence is that the player controliing it becomes really really strong since this territoy allows a terrific GP or cottage farming. I would suggest either to put more dense forest on it, or better to remove some of the special food ressource
- egypt is really strong at the beginning but usually becomes weak because of the very low production. i find is quite an "amusing" situation when you play egypt, challenging. But when you play a neighbour of egypt, i find is "too easy" to let them find every religion and then conquer them

Buildings
Congratulations, you yet changed most of what i would have to say about buildings.
And, again and again, congratulation for this marvelous mod ;p
Got to test this new map :]