Like what. It has much more depth. Tell us what depth means and give us examples. Otherwise you're full it.
OK. Here goes.
1. The other European civs were a genuine menace. You had to look out for them and get a fairly large standing army soon, because otherwise you were history. Also, they had plenty of money and traded properly, with Europe and with the Indians, so piracy was actually worthwhile, as was trading with them. And they were prone to sell muskets to Indian villages near your colonies. That made the Indians more dangerous, which meant that hijacking those trade ships was advantageous from several points of view.
2. The other European civs liked to send missionaries to Indian villages near you. If they were successful, the attitude to you in that Indian village became increasingly hostile. The other European civs also liked to send missionaries to oust your missions, and they were frequently successful. And even if you finally managed to establish a new mission in that village, it was less effective than the old one. If you failed, there was the sound of sizzling meat and the message: "Loyal Sioux/Arawaks/Whatever burn your missionary at the stake". If you were successful, the sizzling sound was due to the Indian setting fire to your rival's mission and building a new one for your missionary.
3 The sizzling meat effect also happened if you failed to establish a new mission in the village of a tribe who had become hostile to your missionaries - and to you - because you had spammed them with missionaries. Your missonary couldn't just return home.
4. Indian converts could not be made into missionaries.
5. Jesuits were superior to ordinary missionaries also because if you destroyed the village they were in, they emerged unscathed from the ruins.
6. You had to find something for an Indian convert to do within six turns; otherwise, the convert became desillusioned and returned to his village.
7. If you spammed an Indian nation with missionaries, after a while they became cautious, and then offended and then finally hostile. It took time to appease them. Of course, if one waited a substantial number of turns one could then establish new missions without provoking the Indians into attacking you or make them refuse to trade with you.
8. Each Indian nation had its own characteristics. For example, the Arawaks would sometimes kill your scouts even if they were friendly with you. On the other hand, if you groomed them long enough with trade and gifts, they could become fiercely loyal to you. Or to one of your rivals, who had followed that policy. The Sioux and the Apache wanted to buy horses from you for a long time, The Aztecs and particularly the Inca had more money to trade with than the others and often sold you silver at a very cheap price. The Tupi never had much money to trade with; on the upside, it took a lot of negligence and/or provocation before they became so upset at you that they (or a group of braves their chief denied any connection with) attacked one of your colonies, stealing goods or money, destroying a building or even at times killing a colonist. On top of that, the various tribes tended to prefer different trade goods. The Incas always liked tools whereas the Tupi and the Apache and the Sioux had no use for them. The Indians were not pussycats the way they are now unless you go to war with them. You always had to be braced for an attack from them, and you had to carefully monitor their attitude to you and trade fairly frequently with them to keep them well disposed towards you. Occasionally simply giving something to them as a gift was also a good idea.
9. The Indians had money throughout the game; in fact, my impression is that the more often you traded with them, the more did their economy flourish, which makes sense to me.
10. Indian villages only trained an expert once. I have now decided that this is better than the new system where they keep providing you with an infinite number of experts. Now they even train Indian experts, who then become Europeans!
11. The Indians didn't like to trade with ships. If you traded from a ship, they paid less and sold less, and after a while the tribe in question refused to trade with ships at all. That meant that building a trade wagon was an early priority, since trade was one of the best ways to keep the Indians pleased with you.
12. Educating people in schools did not become an ever longer process. Instead, the pace of education depended on whether you had added a college and a university, and also on the number of liberty bells generated in that city. Schools could only train the basic skills such as fishing and carpentry. You needed a college for experts such as tobacco planters and master distillers, and a university for elder statesmen, firebrand preachers, Jesuit priests and veteran soldiers.
13. The size of the king's army was not dependent on the generation of liberty bells - a moronic feature in Col II. Instead, the REF was very big from the outset, and the king added to it from time to time whatever you did or didn't do. That meant that an early revolution was definitely preferable, but you didn't have to be afraid of generating liberty bells before the final phase. Neither could you use the present "Turtle and generate no liberty bells - then speedbuild the revolutionary spirit and fight against a quite small REF" exploit.
14. Printing presses and newspapers generated liberty bells without statesmen.
15. The game was much longer. I don't mean that everything took longer to build; it was longer. You had from 1492 until 1850 to become independent. That meant that each stage in your colonization experience was given due attention and was interesting in its own right: founding your first colonies and exploring the map, establishing relationships with the other European civs, getting an economy going, fighting Indian wars or trying to keep the Indians happy, trading with the Indians throughout the game, diversifying your economy, fighting with the other Europeans (almost impossible to evade), preparing for independence and then finally fighting the war for independence.
16. The pace at which the king added to the REF differed according to difficulty setting.
17. The map was much larger, making exploration last longer and be more interesting. The standard map was bigger than the "huge" map in Col II.
18. You didn't stumble over treasure everywhere. On the other hand, if you did find treasure it was much bigger on average than now.
19. Sometimes you discovered burial mounds. You were given the options "Yes, let's dig for treasure!" and "No, stay away from those!". If you decided to dig for treasure, you could find a treasure or just empty, damp tunnels. You could also make the local tribe furious with you for a long time, in which case they killed your scout (unless he got off their land swiftly) and every other unit belonging to you they encountered for a considerable number of turns.
20. If you did find a treasure, you didn't send it unescorted to your nearest colony, or to the coast and a waiting galleon, because it was very likely that Indians would attack it and take it. Or else some European rival did it.
21. Though seasoned scouts sometime spontaneously appeared on the emigration dock in Europe, you couldn't just buy them from the experts menu.
22. If a city grew too fast, you got a handicap in that city - production and education tanked. In other words, you simply had to expand.
23. Wars in Europe affected your relations with the other civs in the New World. The king could cancel your peace treaty with a rival and tell you to fight him. He gave you some money and troops to aid you - less of both as the game progressed.
24. If you generated enough liberty bells after your declaration of independence, one of the other European powers would come to your help and give you a number of troops and warships, including men-of-war The size depended on the difficulty level, and that goes both for the requisite number of liberty bells and the size of the forces you were given by the European power.
25. The Indians refused to train petty criminals; you had to do that yourself. And when you did that, they first turned into indentured servants and then into normal colonists, and first after that did they become experts. However, this promotion mechanism was also at work in wars, and it could end with a criminal becoming a veteran soldier - as could, of course, any colonist except those who already were experts in something.
26. Sometimes in the spring the Indians came begging for food, and whether you gave it to them or not affected their attitude to you. On the other hand, the Inca often turned up with a lot of food when you had first founded a colony on their land.
27. If you set a free colonist (not a criminal or an indentured servant or someone who already had a profession) to, for example, cultivate tobacco, fish or hunt fur animals, and left him there for a time, he would very likely turn into an expert of that kind. The odds after the first expert were steep, though; you could seldom get more than one expert that way in a game, and I never got three. But that meant that you didn't necessarily have to hunt around the map for a village which taught the first specialty you desired. (This training someone to become an expert through practice only worked early in the game.)
28. I could go on for quite a while, but the long and the short of it is that the original game wasn't a one pony show like the new one. It lasted longer and was much more fun.