Personally, I don't think the Sprawling trait effects should wait until Shadow. Everything else could, but Sprawling?
EDIT: One other thing. I, personally, HATE the name change of Orc Spearman (and I'm sure some others too) back to the generic name 'Warrior', not to mention the fact that they now have a regular voice rather than their old, custom one. But again, my main annoyance is the name change, not the voice.
Unique names add an incredible amount to the unique feel.
In my latest game the Barbarians completed the Mercurian Gate, so Basium came in at war with everyone (except the Barbs). For the life of me I can't figure out if its a bug or really cool.
Hannah/Lanun, patch v.
I noticed Exploration is not required to build roads or to establish open border agreements.
Twice now, I have received messages "Deal Canceled: Peace Treaty..." for Faeryl Viconia and Varn Gosam but I have been at war with neither. EDIT: I found out that was normal in BtS when you help another civ, etc. Personally, I don't like it. Is there a way to disable this feature?
Finally, when my state religion, OO, spreads to rival civs' cities by itself or zealot, I am unable to see what units are in the cities and the surrounding tiles.
You can't do that. In Civ 4, per turn deals and one-time deals can't be made at the same time.I think the 10 years of forced peace is a good. It stops the exploit where a player trades a resource to another player for gold or a tech. Then the player immediatly declares war on the other play so they don't get the resource.
I was hoping that the delay in implementing the Sprawling trait meant that you were considering radical changes to the way it works. I like the concept of the civ relying on a few supercities with some small outlying settlements, but I really don't like the definite limit on the number of cities you can build (especially if you can't choose which cities will become hubs and which become settlements)
I would really like it if the trait instead made settlers cheaper, but made all cities start as settlements. All cities would have to build their own hub (the cheaper settlers are meant to compensate for the lag in expansion that needing to build the hubs adds), with the probable exception of the first one (perhaps the capital could just give a free hub in its city, or duplicate the effect). I was thinking that the limit on the maximum number of hubs should be replaced by a cost that increases exponentially based on the current number of hubs, in addition to being scaled by map size. In a practical sense this still places a limit on how many hubs you can have, but the limit is much more flexible and it presents the player with the difficult decision of whether building more hubs early on is worth it.