I'm playing another game as Indonesia! Epic speed, Huge map, Continents Plus, Emperor difficulty. 13 civs, 26 city-states. No crashes, which is great. This is also the first game I've played on this version where I've been taken the lead!
A lot of areas of the game feel good. Playing against the Celts with their updated pantheons, and civs with the new Stars and Sky pantheon they both seem in a good place. I like that colonists are available earlier. Policies feel like they are in a good place to me.The new forts are much more interesting than they used to be! They are too strong though, I actually avoided building them in some cases in this game because they didn't balanced in the mid to late game.
I was the dominant religion in this game and I still feel that religious pressure via water travels too far. Once I established my religious territory I basically didn't need to use more missionaries or inquisitors because my passive pressure was enough. In previous games the AI would use missionaries to fight back, but here I got the impression they were focused more on defense (like I was in my previous game).
Tech speed is indeed faster than I would like, at least on my settings. I was lucky to have a territory rich in production (and gold) that helped me keep up. Specifically I had lots of hills near my capital and a large area of forest to the south with lots of adjacency for lumber mills. I spent my first couple of turns scouting for a better capital location, so my start was delayed just a little but luckily was rewarded with a location with lots of resources.
Coal numbers seem low to me. Revealing resources is usually exciting, and it's part of the game that I look forward to! In this game I had more territory than anyone else but a grand total of 2 coal which just feels bad. My previous two games on this version were similar. It is partly just luck on my part, but it would be really nice for there to be just a little more coal. Especially now that Refineries grant 1 coal and 1 iron each. There's much more iron around, so if the coal number stay the same I think Refineries should go back to granting 2 coal like they used to. Aluminium also seems quite high, with more aluminium on the map than any other strategic resouce (including oil). It's nice that late-game units like subs and helis are easier to build, but it shouldn't be the most common strategic.
As others have noted, bribed wars do seem rather common. To a degree this actually balances out civs having lots of defensive pacts, but ideally there would be less of both. I did want to note, because people often say the AI is unwilling to engage in DPs with the player or trade tech with them that I was able to do both relatively often in this game. The DP offers mostly correlated with my military strength and how much they like me. The tech trading (and even sometimes gifts) mostly came from civs that I had sold or gifted techs to previously.
AI strategic valuation is a bit too low. I want to note that it is much better than when Greece would sometimes value a single horse at 1785 gold. I like that I can't exploit selling strategics any more. The AI is too willing to sell their strategics to me for a low low price though. It's actually fine in the early-game, but as the world economy expands the deals I can get other people's strategics for feels like it can be eploitative in a different way. I get this is an area that's difficult to balance!
On city-state diplomacy there's something that seem wrong to me, but I'm not sure if it is intended. If you made a promise to protect a city-state and then your military drops below the required threshold you loose influence there is a large penalty. Firstly you loose a small amount of influence, but that's reasonable. Secondly though, you count as having agressively attacked the city-state! This means they will not grant you quests for a long time (70 turns on my settings), and negative opinion of you decays more slowly. I don't think this is reasonable. You can remove the 'you attacked us' penalty if you become friends with them, but IMO there shouldn't be such a severe consequence to begin with.
Minor bug: if you pop an ancient ruin before you found a city it's possible to get a reward that does nothing. I got 'production to your nearest city' but had no cities. Will write a report for it when I have a moment. Another minor bug (that's already on Github): the AI will offer to sell you their embassy when you already have an embassy with them.
Lastly I wanted to note that trade deals get a bit wonky in the late game. Specifically the AI will want to trade maps with you, but stack several offers of maps in top of each other. I'm not sure how this is possible but it's really very strange. For example they will ask for 'map of your territory' in exchange of 'map of my territory' and some gold on one side. But if you click to remove the map the trade value changes (indicating the item has been removed), and yet there is another one underneath lol. I get offers like my stragetic and my maps twice for some gold for and your maps three times. At least the valuation for maps is more reasonable now, which is an improvement relative to the previous version!