Ok, thanks for the pointing. Basically he says that Civilization Tech Tree was bad when put "random", it is to say that we couldn't choose which tech to develop far away. i don't think it's a bad idea. It's just that it is incompatible with replayability. First time you don't even know what kind of new technologies you could have. But next times you start to want one technology in order to go to war efficiently. You can also have a random or semi random tech tree, which is made so that it is impossible to choose your next tech. Because, according to me, that's because the player had the possibility to reach certain techs that he did so. In Civ2, that was not that hard to go into the big picture and see which techs leads to which. Then the player had the possibility to go for one particular tech, so he did so. But if he would not have this possibility, the player wouldn't go that way, of course. So, whether it is true of wrong (that the player don't want randomness, in the tech tree at least), i don't think we can deduce it from the observation of playing.
About Civilization Network, well I'm sad. Sid apparently scrapped it, for the only reason that players didn't share gold, what he was expecting. But i don't think that a Civilization Network can sum up to such a weak feature. (yuppy i share gold with my friends!) I really don't care if it's on a platform like Facebook, an online Internet Explorer game would suffice. Because, there could be really big advantages in a persistent online game. Like the ability to play with hundreds players on the same map. Like an interface more focused on diplomacy. Etc...