Specialists are a luxury afforded those who endeavor to earn them. They shouldn’t be a default for all cities. That’s a lesson taken from civ 4.
That's fine, but that means I'm not going to enjoy that luxury unless I micromanage. You said that simplifying was intended to put that aspect of the game was becomes too much trouble, so it's been moved into the background so that we could focus on the more fun aspects of the game. What I'm seeing is that one of those fun elements has ben reduced and now I have to do more work for it.
I don't mean that as a criticism of the beta (I'll talk about that in a moment), but I'm not sure I'm on board with the way you are talking about it. I love looking at works of art and trading for my favourite pieces of writing so that I can put them in a themed display. I can't do that until later in the game now be because my guild slots feels like I'm being punished for using them rather than rewarded for investing in them.
I also love Artistry as a tree - it has a lot of flavour to it, and it's fun to use. I can't help but wonder if I've putting myself at a disadvantage going down that path now, unless I happen to be in a particular set of circumstances. I don't care as much about +1 culture on specialists if I'm only working a few. Similarly, +25% great people feels a lot less helpful when I'm not generating many to being with.
To be clear, I'm not saying this just to complain. I'm playing this beta right now and I'm enjoying it. I ended up getting a fair number of great people, just not as many as I used to and it took a bit longer to get there. The free great person in Artistry is relatively more valuable now, and so are those rare Event Choices that grant you a great person - and the great people you can purchase with faith for completing a tree.
The start of the game was faster and smoother for me - I didn't have issues with unhappiness until later in the game. That said, I didn't get works of writing or art until later on as well. Happiness became much more important for me late-game. Previously I thought that the penalty for unhappiness was pretty trivial, because the cities I build troops with are those who tend to have good infrastructure (like barracks) anyway. When I was caught was on the defensive though, not being able to get troops out as fast as I liked turned out to be quite significant. I don't know if that's good or bad, but I found it to be a surprisingly effective penalty.
Middle game was a bit longer than I expected, and to be honest I found managing happiness was actually a bit of a challeng until I figured out what balance to strike. This is surprising because in previous game empire happiness was the important factor, and I'm used to managing that well. Now every city has it's own conditions for being happy though. I like the city happiness approach, it's cool and it makes sense. In terms of making things simpler though, most of the management now happens on a city level rather than an empire level. That was something that took a little while to learn.
For context, the current approval rating system I mostly ignored. I don't believe I ever went below 95%. To be frank, I dislike the notion of 'approval rating' because it feels like a political poll - and it's not as if the people can vote me out. I'm here forever lol. Back to happiness though, I was managing cities on an individual level a fair bit, but the empire happiness level was only relevent for me if if my war weariness starting racking up.
On the plus side, war weariness does feel significant now that I'm feeling it on a city level rather than an empire level. On the minus sign, the empire unhappiness is a really poor measure of how your people are doing. I had about half my cities unhappy at one point and was still doing 95-100% approval. To be honest it's a little confusing - I found the happy/pop much clearer.
General game balance has been pretty decent though. As others have said, challenging without being too difficult. Cities are happy/unhappy when it feels like they should be in most cases.
There was one case where my cities were unhappy even though I was investing a lot in improving the land and building infrastructure, I think because I was progressing in science faster than I could keep up with infrasture. Felt a bit frustrating - sometimes you want lots of science so you can build that wonder before someone else grabs it. And to keep your army up to date or even ahead of the game. But if you go to fast in science people seem to ask for more than you can give them.
Still, overall the game has been pretty fun. Not perfect, but of course not terrible either. Hope my experience has been useful in some way. Thanks for reading, and best of luck to you all.
where (or if) I can find the counter for turns remaining in a defensive pact between AI's. It's not anywhere to be found in any menu or UI. It shows turns remaining for the players DP in the diplo & relations menu, but why not for the AI? Is this intended?
Honestly, I've never looked for it. I'm not sure it exists. You know how long your diplomatic deals last because you made them. How would you learn about other people's diplomatic deals if you weren't a part of the deal? You don't know how long they are trading luxuries for, or how long until their denouncement of one another, or their declarations of friendship last. I'm not saying that you are wrong for asking, and I can't understand why you would want to. But not knowing that information is at least consistent with all the other stuff you don't know about the AI diplomacy relative to one another.