Something I've noticed:
Spice worker automation is still a bit goofy, in that if the automation button is pressed while the spice worker is in a city, the worker often seems to just stay in the city. (It has improved significantly, though, as when automation is activated on a spice tile, the automation works great.)
As for fremen and vehicles: Removing thopters (or at least carryalls) seem a bit much to me, unless fremen infantry units are adjusted so that all of them can cross the desert. (Since a lot of the units don't seem to get the promotion that lets them capture worms.) Removing space ports also seems really iffy to me, since spaceports are quite useful for defense, or offensively on larger maps for moving things around quickly.
Otherwise, I've been enjoying the changes, and figuring out how to use them. As usual, the mod's been quite fun.
Spice worker automation is still a bit goofy, in that if the automation button is pressed while the spice worker is in a city, the worker often seems to just stay in the city. (It has improved significantly, though, as when automation is activated on a spice tile, the automation works great.)
As for fremen and vehicles: Removing thopters (or at least carryalls) seem a bit much to me, unless fremen infantry units are adjusted so that all of them can cross the desert. (Since a lot of the units don't seem to get the promotion that lets them capture worms.) Removing space ports also seems really iffy to me, since spaceports are quite useful for defense, or offensively on larger maps for moving things around quickly.
Otherwise, I've been enjoying the changes, and figuring out how to use them. As usual, the mod's been quite fun.