I've noticed that trade becomes a powerhouse of income later on. If on a river, there's the river port, the tavern, the exchange, and many others that all add an extra trade route and a bonus to trade. Put this all in one big city and the commerce from the tiles doesn't really matter all that much anymore.
Add in the factor that guilds now add some very nice bonuses and there gets to be a point where economic development becomes fairly pointless and all there is left to do is succumb to the tedium of 1-unit-per-turn massing. The amount of beakers required for the techs should probably be increased. And likewise for the amount of hammers required for most buildings/units, especially wonders. National units probably should cost a bit more too. It's a bit bothersome smashing multiple of a person's national units and seeing it pop up again a turn later.
Great generals also spawn a bit too frequently. Probably related to the increased XP gain in Orbis. That and they kinda seem underpowered. The engineering corp and the different acadamies are much more useful than adding as a specialist or even joining to a unit (curiously, I joined my generals to my immortals, which I thought was fairly amusing).
Withdrawal is still fairly powerful. Not quite as annoying as before, but getting attacked by 4 camal archers, suffering collateral damage, having them withdrawl, and then having them withdraw again when I attack them is bothersome. I could foresee withdrawal not being quite so uber if the withdrawing unit suffered at least some damage (except in the case of, say, Loki) and if healing wasn't quite so powerful. Which is another thing: Damage doesn't really matter too much in this game. Is what matters most is landing the killing blow. With a disciple unit with medic 3 and a necromancer to cast replenish, my scion army was instantly regenerating from anything while in enemy territory. And I was building these disciple units with all 3 medic promotions. I could also ranged attack a city with multiple Man'o'Wars and they'd all be fully healed next turn.
Add in the factor that guilds now add some very nice bonuses and there gets to be a point where economic development becomes fairly pointless and all there is left to do is succumb to the tedium of 1-unit-per-turn massing. The amount of beakers required for the techs should probably be increased. And likewise for the amount of hammers required for most buildings/units, especially wonders. National units probably should cost a bit more too. It's a bit bothersome smashing multiple of a person's national units and seeing it pop up again a turn later.
Great generals also spawn a bit too frequently. Probably related to the increased XP gain in Orbis. That and they kinda seem underpowered. The engineering corp and the different acadamies are much more useful than adding as a specialist or even joining to a unit (curiously, I joined my generals to my immortals, which I thought was fairly amusing).
Withdrawal is still fairly powerful. Not quite as annoying as before, but getting attacked by 4 camal archers, suffering collateral damage, having them withdrawl, and then having them withdraw again when I attack them is bothersome. I could foresee withdrawal not being quite so uber if the withdrawing unit suffered at least some damage (except in the case of, say, Loki) and if healing wasn't quite so powerful. Which is another thing: Damage doesn't really matter too much in this game. Is what matters most is landing the killing blow. With a disciple unit with medic 3 and a necromancer to cast replenish, my scion army was instantly regenerating from anything while in enemy territory. And I was building these disciple units with all 3 medic promotions. I could also ranged attack a city with multiple Man'o'Wars and they'd all be fully healed next turn.