Hi Civ'ers; Just got R&F (mac player) and am pretty stoked with the loyalty system. What I like so far is that sniping the edges of a civ will probably not earn you much, as the city will eventually flip back. However, cut the heart out of your neighbours - drive right through and take the capital, and everything in the path towards it - will result in the eventual dissolution of any surrounding cities. Loyalty is a great mechanic that, I initially thought, is basically doing the job tourism did in Civ5. Turns out, its better, and more dynamic. Sadly, though, tourism (and great people generally) is just "filling the bucket". Build some cities, build some theatre zones, build the buildings, and wait. Eventually, the game taps you on the shoulder and says "its ok to stop now. You have the culture victory" - which is far, far less dynamic than domination or religious victory. I know I'm oversimplifying somewhat. Seaside resorts and national parks add some real think-it-through elements to the game, where you have to be considering what youre going to place where. It won't do at all to mismanage high appeal tiles. Archaeologists are also kind of interesting, and theming great works in art museums is a thing. But, bottom line is, the Great People game is just "filling the bucket". Worse, its a bucket system that snowballs. Build markets to get you the Great Merchant that autobuilds a bank, which gets you more Great Merchants. Libraries get you Newton, who gets you a free university, which gets you more Great Scientists. I'd like to see a move away from bucket filling. With Great People, it could go like this: build a CZ. Then a Market. Transfer a citizen to work in the Market, and he or she gives you a Market Quest. These quests are similar to City State quests, which reset every era or so. Something like "build a "---" district adjacent to a market" or "become suzerian of an economic city state" or "have a 30 hex length trade route". Or, for great engineers: build the IZ, then a workshop. Put a citizen in the workshop... then your Industrial Quest is "harvest 3 bonus resources" or "pillage a mine from a major civ". Great writers come from theatre zones, ampitheatres, and completing the "promote a unit to level 4" Theatre Quest. Likewise with Generals and Admirals. The basic idea is your civ has a quest to do something roughly equivelant to what the Great Person did in the real world (+ civlopedia). Homer writes The Iliad about a war you had against Japan, Michaelangelo works in a workshop adjacent to a theatre, Boudecia emerges from a war against Barbarians, Smith observes capitalism taking form from the trade routes that start from his bank. Love the game, and hate to whinge. But bucket filling is tedious, and could be made into something more exciting. I like playing peacefully, but the game needs more to coax out the turtling habits. Picasso's "Guernica" or Beethoven's 1812th didn't come from waiting for bars to fill.