Colonization I definately had it's flaws. This new version is a much tighter and well designed game, in spite of some bugs that are always going to be there in games.
The reason that I prefer Col 1 is because it had atmosphere. The game had multiple phases. You weren't even thinking about independance when you got off the boat. There was much more of a challenge from other Europeans and natives, and you simply can't include all of that in a 300 turn game. The independance game here is a good game and I enjoy it, but that was only a part of Colonization I.
My feelings exactly. Col I would probably not be very enjoyable now to those who never played it back then; but it was longer and had more diversity than the present game. In addition to that, Col II is full of stupid and annoying bugs and bad decisions, such as tying the increase of the king's army to your production of liberty bells. In the old game, the king simply increased his army over time, so the sooner you declared independence the better, but you never had to be afraid of producing efficient colonies with the aid of liberty bells. And you went through several phases before it was time to prepare for the revolution - just as happened in the history of our world.
I think the best system for the expansion of the REF would be the old "time" one plus extra additions every time you annoy the king by refusing a tax raise or a request for a contribution. That would make some sense.
I think there are quite a few things in the original game that should be brought back. When it comes to the scouts, I can think of the following list: fewer treasure troves, even with the FFs who help you find even more of them with better results. The old game had the message "You find nothing but rumours" until you had acquired a certain FF that "made all rumours true". That is to say, until you had acquired that FF (was it Coronado?) you mostly didn't find a treasure, though sometimes it did happen. Now you always get a treasure, it seems. Far overpowered. Also, back then you had better let your scout escort the treasure to the nearest city, because otherwise it would probably get ambushed and stolen by the Indians. Then there was the "goody hut" which lead to the message "Your expedition has disappeared without a trace!" And then there was the one where you found a burial mound and got the following alternatives: "Let's search it for treasure" and "No, stay away from those!" If you did search the mounds, sometimes you found a treasure, sometimes you only found cold and damp chambers and sometimes you annoyed the local Indian tribe so much for desecrating the tombs of their ancestors that they hated you for many turns afterwards and very probably killed your scout before he could get back to safe territory, and anyone else from your colonies they encountered. If they lived nearby, they also attacked your settlements and tried to kill you. And there was the goody hut where you found a member of a lost European colony who gladly joined your civilization. And the Fountain of Youth, which I loved and which could be brought back with perhaps 3 extra colonists instead of so as not to make it overpowered.
The new result where your scout gets promotions from a goody hut is from Civ IV, of course, and a good feature to include.
Also, in the original game the Indians sometimes did mischief even if they were pleased with you. Some young braves decided that it would be cool to attack one of your settlements, and if they succeeded, they burned down something (usually the docks or your recently finished sawmill) or stole a lot of stuff from your warehouses. They even stole timber! (LOL. Why not let them set fire to it, the way they loved doing to the docks?) They loved stealing horses - a realistic feature. Sometimes, they killed one of your settlers, but that mostly happened if the whole tribe (or a nearby village) had become suspicious and angry. They often cooled down after such an attack.
But the Indians very seldom destroyed a settlement completely. They only way that could happen was if they made reepated attacks and killed off one colonist at a time until there was nobody left in the colony. That only happened if there was a full-scale war going on between the indians and that European colonizing power. But the "Indians attack and raze the city!" feature in Col II has been lifted straght from Civilization. I'm a bit doutbful about it, since it seems to benefit you against the AI European civs. Unbalanced.
In old Col, your newest settlements, the ones where you hadn't achieved 50 % revolutionary spirit, sometimes spawned United Empire Loyalists who attacked your garrison and, if successful, captured the town and held it for the king. The settlement had a pro-king defence bonus based on how many of the population supported him. Not only is that a rather neat game feature, but it is also historically accurate. The typical American "Tory" was not an aristocrat; the American elite were not against the revolution, they led it. The loyalists were usually members of marginalized groups such as ethnic or religious minorities, or backwoodsmen who hated and distrusted "the east coast establishment" (the concept existed even back then), so if the east coast establishment was against the king, by gum, they were for him!
A final observation: Why on earth did the people at Firaxis decide to actually dumb down the game and make it shorter? Very unlike them. What I should really like to see is a game the same length as the original one, with plenty of time for the various phases: your first settlements and exploration, fighting the Indians or managing to reach an accommodation, fighting back encroaching fellow Europeans (this was often an issue throughout the game after the first few turns and ensured that you always kept your settlements well garrisoned unless you wanted to lose them), building up your economy and infrastructure and then deciding that the king's army was becoming alarmingly large, and his tax demands really too much, so you had better get ready to rebel against him.