so many ppl complain that 2.5 attack hexa just destroyed cym and it might be the case; the main problem with old hexa is that its basically tier3 (t3) unit but so easily and quickly accessible as t1 tech; so at t2 it would arrive much slower and that should be the goal - to slow down cym at the beginning; while 2.5 attack hexa nerf cym for the entirety of the game; old hexa is definitely stronger than archer so it should not be cheaper tech than archery; so maybe the easiest solution would be to keep old hexa but swap mycelium and hexa techs; mycelium at t1 definitely doesnt feel as op as old hexa at t1; and it should not be an argument that for coherence sake roads/mycelium can't be at t1 - cause aq roads/atoll is already moved to different branch while polaris outpost is already at t1
consider this game link below: aimo vs cym on small lakes; this is the kind of game I want to avoid; its basically tiny map cause capitals are 4 fields away so its also map issue to be fixed (on small maps capitals should be at least 7 fields away!!); but the problem is that here enemy completely disregards expansion, cause he knows he can just spam hexa and make centi asap; this would be unwinnable for me if not for the skill difference because he can easily pin all my cities way before I can make rider roads; so with current beta hexa I could win this, but the late game would favour standard tribes too much cause 2.5hexa is too weak; while with my proposition here enemy would still have strong hexas but a few turns later (just about time when other tribes have riders/roads and hexa is booested hexa is cheaper than rider+roads) so he wouldnt be inclined for this ultraaggro playstyle disregarding the expansion to the backward 2 cities that he has
so I think hexa as t2 is better for cym as it keeps strong hexa but disincentivies overly aggressive play which will make games longer and more interesting; note I never play cym, so I only care to have cym as interesting enemy