Finishing up my current game. Standard Size Japan on Fractal Emperor Map. Calling it quits on Turn 351.
Ultimately this is one of those inevitable positions where you have not 1, but 2 runaways. India and Korea both hit the gas, and both were neighbors on the far continent. Ultimately I used the raw power of Japanese Autocracy to bring India to heal after a long, long, long slog of a war. I had plans for Korea, but that smart AI beat me to it, he DOWed on me as I was pushing the last of India main line, and cut me off from the east. India and Korea both crushed one of my main armies. I recovered enough to beat India, but it was a nasty blow.
At that point I just didn't have the momentum. Korea has modern armor and destroyers against Infantry and Cruisers. And of course the Zulus had to attack me again, which is just pulling enough of my attention to be annoying. I could make a play for this game, but it would be a ridiculously long slugfest, and I've had my fill of that with India. I've been middle of the game in score the entire game, could just never crack the top.
1) Happiness Wise: We are getting closer, but not there yet. Early game I dropped into the 40%, but was able to get to 50s once in a while when I built like mad. But it would never last, and I would slide down a bit. I went on a binge of PW building to see how they fared, and finally got to the low 60s. It didn't last though, hitting the industrial era was hard, I dropped down to the high 20s, and had to make emergency corrections, stalling all of my growth for a long while, and building lots of PWs. Eventually I stabilized in the mid to high 30s...after another round of PW building (I probably built 15 of them in the game in total). That was with 15 cities (2 of them puppets). At that point, it takes a huge amount of happiness to get back to 50 that its simply not feasible. So I just accepted the penalty.
The system is better than last version but still needs some adjustment. 15 cities is a nice large empire, but not so large I should have to build so many PWs just to stay in the game.
2) New Melee Bonuses (Entrencements, etc). This has been a help. It has not made melee units dominant by any stretch, but it does give them more utility...I think the extra hp is the crux, the ranged reduction is nice but its the raw beef that makes the difference. I had one scenario where I did an amphibious landing, and I decided to throw in a cover II Rifleman in a spot that I know in previous versions would have been ripped to shreds. It held (barely), but it held one round of fire, and that was impressive. In general I like this.
3) Skirmishers: Still useful, still powerful, but definitely not as ubiquitous as before. My opening wars where in flatland and desert, and the skirmishers were really the only unit that mattered (on both sides). Spearman are so laughably terrible against them. Can't speak to the calvary era, as it was all naval and amphibious assaults at that point.
4) New Overrun: I'm loving it. Its powerful and fun, really makes it fun to just slam into a line and crack its sides with the splash damage. We will see if its "too strong", and is so, you can tweak the flanking bonus slightly. But really enjoying it right now.
5) Japan: Just noting I've played Japan several games in a row, because I wanted to see just how well the new melee was, and Japan has some of the best. Japan is a fun civ, a different melee focused playstyle, interesting war mechanics, I've greatly enjoyed my time with them.
I will leave you all with my greatest achievement in war to date. I have done this once with a battleship but never with a melee unit before. I introduce you to Cap'n Donavan, level 10 infantry. That is the power of the Japanese samurai bonus + sincerity special promotion + authority xp bonus. Gains 12.5 XP per engagement! March, Mobility, Overun, and Stalwart...what a beast!