Had a quick test game with my partner last night, and confirmed most things seem to be working as advertised.
Still undecided on which is better in the long term out of Agr and Pro, and whether they're better than the base traits or not, which is probably a good indication. Pro's 50% bonus on both Workers and Work Boats early on seems a little excessive though (especially playing opposite my partner as India - see below).
Unsure on the new Cha, it's always been such a map(maker) dependent trait and this change makes it more so.
India's 75 hammer workers really hurt with an ordinary start (19 turns!) - I'm not sure if you've overcompensated there, maybe they'd be better balanced with a typical lush RB start.
The Colossus got a huge buff for smaller maps, probably roughly balanced on larger ones though.
The Wharf feels too cheap for its benefit; looking in the notes you say it costs 100 hammers, but it costs 80. I might even consider 120, it's pretty good.
No circumnavigation, which is good - no more benefit from lucky scout treks in one direction. (As an alternative, I'd also be happy with granting each player the +1 movement in water bonus as soon as they personally meet the criteria.)
Misread the espionage section and was expecting none whatsoever, so was confused when I saw Great Spies and Spies in the game. However, I see you just removed the active missions and kept all the passive stuff. This is probably fine, though perhaps just removing the civic/religion missions would be enough. (By the way, I have a pet peeve with the demographics screen revealing scores of information before you've met anyone - I know many people call reading it an art but personally I'd be quite happy with it gone completely. I realise I might be in the minority here.)
Tech cost scaling is interesting, the game feels like it drags a bit in the late medieval/renaissance then picks up again in the industrial era once the snowball is in full force. Might allow more time for Knights and Musketmen to have their day.
Medium Distance Maintenance seems to do what the label says.
I'm a little confused by "Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed" - does this mean you have a 1 in 10,000 chance of each mine popping a resource each turn on marathon? If so, how is this different from before?
Still undecided on which is better in the long term out of Agr and Pro, and whether they're better than the base traits or not, which is probably a good indication. Pro's 50% bonus on both Workers and Work Boats early on seems a little excessive though (especially playing opposite my partner as India - see below).
Unsure on the new Cha, it's always been such a map(maker) dependent trait and this change makes it more so.
India's 75 hammer workers really hurt with an ordinary start (19 turns!) - I'm not sure if you've overcompensated there, maybe they'd be better balanced with a typical lush RB start.
The Colossus got a huge buff for smaller maps, probably roughly balanced on larger ones though.
The Wharf feels too cheap for its benefit; looking in the notes you say it costs 100 hammers, but it costs 80. I might even consider 120, it's pretty good.
No circumnavigation, which is good - no more benefit from lucky scout treks in one direction. (As an alternative, I'd also be happy with granting each player the +1 movement in water bonus as soon as they personally meet the criteria.)
Misread the espionage section and was expecting none whatsoever, so was confused when I saw Great Spies and Spies in the game. However, I see you just removed the active missions and kept all the passive stuff. This is probably fine, though perhaps just removing the civic/religion missions would be enough. (By the way, I have a pet peeve with the demographics screen revealing scores of information before you've met anyone - I know many people call reading it an art but personally I'd be quite happy with it gone completely. I realise I might be in the minority here.)
Tech cost scaling is interesting, the game feels like it drags a bit in the late medieval/renaissance then picks up again in the industrial era once the snowball is in full force. Might allow more time for Knights and Musketmen to have their day.
Medium Distance Maintenance seems to do what the label says.
I'm a little confused by "Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed" - does this mean you have a 1 in 10,000 chance of each mine popping a resource each turn on marathon? If so, how is this different from before?