What started as mostly moving around technologies so that everything "felt" better turned into an enormous balance patch that touches almost every aspect of the game.

Some of my favorite highlights are as follows as it's become a lot to take in all at once, while full patch notes are in the Discussions section:

- House population increased to allow for games with bigger armies - 200 population with 2 expansions.
- Tower damage was buffed across the board, and Masons/Architects improve Hack Armor. Rushing strategies should feel weaker and less required.
- Hydras and trolls regenerate naturally.
- Loki can combine Skadi and Hel to get Frost Giants of Thyrm with Granite Blood.
- Priests benefit from many of the slinger or pharaoh technologies, enabling a full priest army if you invest enough as Isis.
- Locust Swarm, Meteor, Tornado, Lightning Storm, Nidhogg, and many more of the coolest yet weakest god powers got buffed.
- Athena gets Athenian Wall instead of Hera. This has to be the most feel-good change here.

Hetairoi - Increased speed to be the same as upgraded centaurs, and gain a damage bonus vs infantry and cavalry, while armor was reduced.
These were the shock troops of Macedonia, equivalent to the Marines in the modern US army.
They now hit hard and fast, as opposed to the tankier Hippikons, but must be especially wary of archer and building attacks.
Like Zeus' and Hades' unique units, Poseidon's is now effective when massed against many compositions, though it does have its counters.

Avengers - Lowered cooldown of special attack so that they do it about once every third hit, and increased their pierce armor to equal their hack armor.
Avengers inspired awe in me when I first saw them. In reality, they did less damage than most other RANGED AoE myth units.
They still lose 1v1 to a Chimera, but their ommnidirectional AoE is perfect in the situation where they get surrounded by melee units.
My goal with Avengers is that when you get your free one, you want to take it for a spin, like a new Corvette, and it actually follows through with the horsepower. Avengers are now Corvettes.

Fimbulwinter - The number of wolves and duration were massively increased. In addition, they and Fenris wolves deal full damage to heroes.
Fenrir in legend was capable of maiming or slaying gods, one of the few monsters who could. This now translates into the game.
From a balance perspective, Fimbulwinter was pretty much worse than Eclipse, a Classical age power.
It now does what it was supposed to do, giving you a good amount of extra troops for an attack on the main, or taking out undefended settlements by itself. Or both!

Fanatics - Atlanteans, economically, are the race which costs double yet is twice as strong. I tried my best to let that feeling carry over to their military, especially Palace units.
I was so disappointed once I got to Mythic Age for the first time as Atlanteans, and found their units to be about as good as everyone else's.
Fanatics are now the only human unit to cost favor. It makes sense if you look at their name. And boy, do they hurt.
The fully upgraded hero version can get over 30 damage, but is also the only human unit in the game to cost 6 population. Costs double, twice as strong. Living the Atlantean dream.

Every Chinese myth unit - Well, let's be honest, the devs copied other pantheon's myth units and changed the model a bit, mostly using existing unused assets. Or used ones, like scaling up monkies and tigers.
Azure Dragons are now more like spellcasters than Chimeras are, with lower attack and HP but higher special.
Qilin's spell immunity gains a purpose, as their HP was increased, while their attack was lowered.
White Tigers' damage was DOUBLED, and their leap range was SLIGHTLY MORE THAN DOUBLED. A lategame 30 favor unit which only attack single targets and doesn't instakill has little use. Unless you make them REALLY GOOD at what they do. And they now are.

Thoughts, suggestions, questions, all welcome.