@ Afforess:
Awesome on Beta2! Feedback using Rev 374, normal speed, normal map, noble/prince difficulty:
Overall: No CTDs, no crashes, no loops. Been VERY stable, good speed. Most times I've noticed what I thought was a bug, I looked closely and saw the AI doing something pretty smart. Most of the comments are balancing in nature.
Citizens Employed: I think there's too many buildings that employ citizens. Research Institute: 2; University: 2; Banking: 2; School: 1 (maybe others); if you have a small city (size 8-12), building these might ultimately cause issues. For instance, if I have a size 10 city and build Bank, University, and School (employ 5 citizens), so only 5 plots are worked...and my city starves to less than 8, do these buildings turn off? I've noticed a few of my cities go completely stagnate in terms of growth because these buildings take away citizens from working. This can be
extremely tedious to try to monitor and resolve on a city-by-city basis. Also, is the only hope to then sell the University or Bank and wait for growth?
Possible options:
- Change it so no more than 1 citizen is employed for each of the upgrades that require 2 and add an upkeep (Killtech's idea which I liked a lot): http://forums.civfanatics.com/showpost.php?p=9575161&postcount=56
- Make it so Buildings shut off if the city is starving due to citizens being employed (this could be a coding mess...)
- Make the pre-req size successive...so size 8 for the first building that employees citizens, 10 for the next, 12 for the next, 14 for the next (I think size 15 would be big enough to unlock everything...)?
Inflation: Inflation has been better this game. Might be that I'm not abusing the hurry production, or I'm choosing better civics...but I'm not at 250% + inflation. Also noticing inflation seems to go down at a steady pace...but IMHO, on normal speed, if I don't hurry anything for 10 turns, inflation should drop
MUCH more than just 8%-10%...so might need some additional balancing? For instance, one turn I hurried production in 5 cities, caused 5% inflation, but then it took 16-20 turns to go back down due to the civics I had (I think)...seemed to long,
especially on normal speed.
I looked at your gamespeed code, and it seems that each increase in gamespeed had a 50% change in inflation. Maybe it just needs to scale differently (so epic inflation is 15%, normal is 20%, (and so on); inflation offset scales from -780 on eternity to -180 on blitz (drops 100% for each speed increase).
Automated Workboats They love to build tunnels...to nowhere! I connected my continents manually using the workboats, but afterwords turned them on automate...I found they built a bunch of tunnels along the coast...seemed strange.
Barbarians They were better in this version than in previous. Several of the Civs have really grown since they're not being bombarded by barbarians. Still a lot of barbarian action, but it doesn't feel overwhelming like before.
Arctic-Start CivsI noticed the 2 Civs that started in the arctic region never really grew past a few cities...may want to consider improving the stats on igloo and ice storehouse, or making them available to Civs that start with tundra/snow within their tiles from the start
Civics
Not to start this old debate, but it does seem strange that Democracy, Republic, etc. have a +

penalty but Fascist doesn't. In fact, I was surprised at how
good fascist looked compared to Democracy, Republic, etc. I've heard the rationale, but it's still strange and doesn't seem balanced. If anything, the civic-specific buildings for these should give an increased +

to offset (e.g., Senate +2

is offset by +2

with Agora since Citizens have a place to be heard)...
Welcome Screen
The main screen says "Rise of Mankind" -- not sure if you wanted to do put a "A New Dawn" stamp under it, or have a new main screen. Totally cosmetic, but something I thought about
Ok, I think that's it for now. Thanks and great job!