It's a pity. EUI seems improved from the last version, but if it makes impossible to track bugs with so many mods, I wonder if it is worthy.
What I have experience is this:
* In the trade window, avalaible routes, diseases are shown inversely. It says my city will receive 0.6 disease and I will send 2.2 when it is actually the opposite. Set trade route dialog is correct, though.
*Colonies don't build anything, not even a single monument, therefore they don't expand and aren't useful. The only thing they seem to be able to build is a writer's guild, but they refuse, they prefer to dedicate production to farming or science.
*Goddess of Love pantheon doesn't yield anything. I cannot say 100% accurate because I had my capital with 4 citizens, adquired the pantheon and then saw the city reduced to 1 citizen due to a disease, it grew again but no faith received.
* The tooltip with happiness info doesn't fit the text. It is saying how my happiness needs may change due to technology, pop size and something more that I cannot read because there is not screen enough.
* The aqueduct says it keeps 15% of food for next citizen and in the same tooltip, but downwards it says it keeps 40%.
I am trying CiD only with CPP and EUI. Several doubts arise. May I fight diseases or just live with it? If I stop growing, next plague is delayed, but I have fewer workers available. I understand that work on food only tiles and growing for the sake of it it's not a good idea, but I wonder if keeping the city not growing (using the mark) is ok. Also, my units seem to take the plague as well, I tried to use them to stop the plague, but they only seem to work towards loyalty. It says a infected unit will lower the threshold in the city if they are garrisoned, but I cannot say if this is good or bad.
I started settling like crazy, as CPP teaches you, but then I noticed that the AI seemed content with 2-3 cities. Are they upset with low population or are they trying to build tall? It seems to me that the disease system favors shorter cities so I cannot understand AI behaviour.
Grocery has been a surprise. I though it was a +15% growing, like CPP, but it gives +1 health to some luxuries, of which luckily I had one.
I see that some buildings cost crime instead of money which is a nice change (sometimes I am very short on money). There are some new buildings to counter disease and crime, and less production overall due to diseases, what means that it is more difficult to get those buildings built: my symcity soul is angry for this but on the other hand it makes more important to choose the right buildings.
The crime system is rather confusing to me. Jail reduces it by 10% but I am unsure of what it exactly means (is it a reduction for raw crime or for threshold crime?). And yes, crime costs me some yields, but there is nothing I can do but to build some anti-crime buildings when crime is excesive.
'We love the king days' depends now on loyalty, but does it start also with fulfilled desires?
Manor is just +1 culture and +1 defense, don't know why advisors are so crazy about getting it built ASAP.