A few observations...
When a city is located on desert, which now gives moving penalty (logical), and when you move a unit from any tile into the said city, unit still gets the penalty. Surely this is not intended?
When mouse is hovered over a city tile to see the tiles information, it lists -20% combat defence effect on open terrain and +10 on rough. Shouldn't the city be a "special tile" (if you may) itself and not be affected by this?
Quite funny, not affecting gameplay in any way, but slightly annoying thing... Units, especially AI units seem to always run... in place, not actually moving, animation seems to go on. As said, not really important.
Why am I always automatically protecting CS? When I check the list of civs it's protected by, "You" among the real protectors is always there...
Also related to CS, in a recent game I suddenly out of nowhere get notifications of 4-5 CS now allied to me coz I fulfilled their requests, weakened their enemy Oda Nobunaga... The thing is, I never went to war with the guy, in fact we were on friendly terms throughout the game...
That's where I changed my approach and went from ignoring the existence of CS to keeping allied to most of them. Quite an unexpected turn of events if anything.
And last, some feedback regarding the Interface... I don't seem to be quite able to track all the bonuses I get from "random events" and so on. Some can be seen in the city screen as addition to certain tile yield or city tile itself, some cannot, some listed as 2 happiness from terrain for example, but I cannot find the tile in question, etc., which creates confusion and it's kinda hard to micromanage and calculate the exact yields (happiness, production, gold, culture etc) I have or will have and so on. Might I suggest an independent "check-list" or something (or an additional line in happiness breakdown list, gold breakdown, city overall production etc.) where all yields from random events and so, would be listed as;
"happiness from events - 2"
"culture from events - 6"
...and so on with corresponding tiles "lightening up" when mouse hovering the lists certain effects... um... like "new tile acquired" or "population growth" do, or like indeed they do when the "random event" itself happens. So one could easily keep track of those.