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That being said, you're absolutely right about it making more sense to settle fertile areas, and your point about luxuries/trading posts makes it clear to me that the UA needs to be altered a bit. I have some potential ideas, but I'll need to test them out (while also working on other mods), so it'll be a bit before those changes happen.
Now I see that in the screens you mention 10% of the food goes to culture. That's not mentioned in the description. That's one issue down.
1) The UB favors cities in food-rich regions instead of snowy regions. Even without any bonuses it's not that difficult to get cities with +12 food or so in classical or earlier in grassy environments. Constantly generating +6 tot +12 food in most cities seems just OP. Why not limit the bonus to cold regions? Food production will never go through the roof there.
Sorry if I made crucial mistakes. I read the description and immediately had some concerns. I'm grateful that you made this awesome-looking civ.
From what I understand, the harpooner can defend against attacks, but not attack itself? That’s a nifty idea. And I love the unorthodox way you addressed the “snow civ dilemma”, with hunting units. That’s neat. Can’t wait to try the challenge of playing with their TSL!