General stuff:
Happiness still renders the game basiclaly unplayable unless you just cheese through it (either ignore it or whatever). I end up setting unhappiness to 80% because otherwise you'll have a hard time expanding at all. I know the idea is to limit the number of cities but it's just dumb. I think cities should be generated similar to Merchant of Venice, i.e. basically a Great Person so you can just spam those. Of course it shouldn't be quite as slow as a Great Person but it shouldn't be something you could pop out 5 in 10 turns either.
Inflation for unit is still dumb. I set the inflation factor to 0 because otherwise you wouldn't be able to build an army at all because you'd never be able to afford it. I think the guys don't even understand what inflation means. Inflation is when you print too much money so everything is more expensive. In the game you're certainly not increasing your income as a function of just printing more money. What should've happened is modern units should cost more. Setting inflation factor to 0 makes an army a little bit too cheap but the alternative is use 5 units and play it like FFT (which works too, but is dumb).
Expansion speific stuff:
Venice is by far the most interesting to play as. They cannot train settlers at all but Merchant of Venice (replacement for Great Merchant) can convert any city state you're not at war with to your side, with all their units. Also you can buy stuff in puppets cities, so basically you should play somewhat passively but eventually you'd have to go to war because you're not going to have enough Great Merchants to take more than a few city states.
Culture victory is interesting because it's in theory nonviolent but of course when you get close to winning people will just try to burn down your cities so you can no longer produce as much culture. On the other hand, if there are guys who also produce enough culture to prevent you from winning, you can also attack them to lower their cultural input. Unlike diplomatic/science and the old cultural victory you can't just hide in one city and hold it while you're waiting for your final project to complete or the vote. Since you need your entire empire's cultural output to have a realistic chance of winning even losing a few cities can mess it up, so it's definitely related to military.
The new XCom unit has a strength of 110 and can paratroop FOURTY hexes, again showing whoever designed this game has no idea how the end game even works. I'm guessing nobody actually plays the game past the point you get bombers (and possibly as early as artillery) because the unit design in the information era is just stupid.
Trade routes are way too much pain to use. There should be an option like 'default all trade route to max money/science/whatever'. It's really not fun every 5 turns one of your trade route expire and then you've to check your available trade routes to see if it's the best one. The concept is fine, but you shouldn't have to sift through the tens if not hundreds of possible routes later on.
Happiness still renders the game basiclaly unplayable unless you just cheese through it (either ignore it or whatever). I end up setting unhappiness to 80% because otherwise you'll have a hard time expanding at all. I know the idea is to limit the number of cities but it's just dumb. I think cities should be generated similar to Merchant of Venice, i.e. basically a Great Person so you can just spam those. Of course it shouldn't be quite as slow as a Great Person but it shouldn't be something you could pop out 5 in 10 turns either.
Inflation for unit is still dumb. I set the inflation factor to 0 because otherwise you wouldn't be able to build an army at all because you'd never be able to afford it. I think the guys don't even understand what inflation means. Inflation is when you print too much money so everything is more expensive. In the game you're certainly not increasing your income as a function of just printing more money. What should've happened is modern units should cost more. Setting inflation factor to 0 makes an army a little bit too cheap but the alternative is use 5 units and play it like FFT (which works too, but is dumb).
Expansion speific stuff:
Venice is by far the most interesting to play as. They cannot train settlers at all but Merchant of Venice (replacement for Great Merchant) can convert any city state you're not at war with to your side, with all their units. Also you can buy stuff in puppets cities, so basically you should play somewhat passively but eventually you'd have to go to war because you're not going to have enough Great Merchants to take more than a few city states.
Culture victory is interesting because it's in theory nonviolent but of course when you get close to winning people will just try to burn down your cities so you can no longer produce as much culture. On the other hand, if there are guys who also produce enough culture to prevent you from winning, you can also attack them to lower their cultural input. Unlike diplomatic/science and the old cultural victory you can't just hide in one city and hold it while you're waiting for your final project to complete or the vote. Since you need your entire empire's cultural output to have a realistic chance of winning even losing a few cities can mess it up, so it's definitely related to military.
The new XCom unit has a strength of 110 and can paratroop FOURTY hexes, again showing whoever designed this game has no idea how the end game even works. I'm guessing nobody actually plays the game past the point you get bombers (and possibly as early as artillery) because the unit design in the information era is just stupid.
Trade routes are way too much pain to use. There should be an option like 'default all trade route to max money/science/whatever'. It's really not fun every 5 turns one of your trade route expire and then you've to check your available trade routes to see if it's the best one. The concept is fine, but you shouldn't have to sift through the tens if not hundreds of possible routes later on.