TheDS
Regular Riot
I think the espionage system is a lot better than any other I've played, but that it's still got some wrinkles to be ironed out. Some people say they can do a completely espionage-based economy more cheaply than a regular economy; I'm just not able to adjust my ways of thinking to become espionage-heavy like that, so I don't see it.
Corps are interesting, but there are a lot more wrinkles with them to iron out.
The Portuguese are pretty awesome if your map is good for them. Carracks are the man! I had plenty of reason to hate the Civ4 caravels, now I have one more.
I am actually able to make use of privateers now. Sure, they don't last long, but if you've got a small tech lead over someone, you can plague them with a dozen privateers and really cheese them. Suck a few coins out of their economy per city, PLUS they have to start building lots of boats to try and kill off your privateers. I don't know that they'd have any use at all if I didn't have the tech lead for a few dozen turns, though. In previous games, I pretty much NEVER built them, but in my last few games, I've had a lead, and so built them to keep people away from my spaces, and suck some cash from their stingy-bastard economies.
Vassals and Liberations seem to work just fine; there's a definite balance between doing them or not that must be struck.
City flipping seems to be handled a little more betterly than before; you're given the option of whether or not to let them go.
Corps are interesting, but there are a lot more wrinkles with them to iron out.
The Portuguese are pretty awesome if your map is good for them. Carracks are the man! I had plenty of reason to hate the Civ4 caravels, now I have one more.
I am actually able to make use of privateers now. Sure, they don't last long, but if you've got a small tech lead over someone, you can plague them with a dozen privateers and really cheese them. Suck a few coins out of their economy per city, PLUS they have to start building lots of boats to try and kill off your privateers. I don't know that they'd have any use at all if I didn't have the tech lead for a few dozen turns, though. In previous games, I pretty much NEVER built them, but in my last few games, I've had a lead, and so built them to keep people away from my spaces, and suck some cash from their stingy-bastard economies.
Vassals and Liberations seem to work just fine; there's a definite balance between doing them or not that must be struck.
City flipping seems to be handled a little more betterly than before; you're given the option of whether or not to let them go.