It is nice to be getting a new patch, BUT I had hoped for more. Won't know for sure until play with the new patch, but the README leaves unanswered 4 items. Five reported items were fixed, but in terms of game play these are only priority level 2 items, not sure if any priority level 1 items were addressed.
UNKNOWN
1.
is tech devaluation problem addressed?
2.
Can aircraft range be increased beyond 8?
It is still a real pain to slow game play
by only allowing most modern ship to have
maximum range of 6.
3.
Automatic Worker activity.
"Fixed worker automation bug involving
shift-A"
Not so cryptic please, in English what was fixed?
4.
Random seed number
Added Preserve Random Seed rule.
Turning this off will allow random seeds to be
changed when a saved game is reloaded
What, the random seed was/is set once and never changed?
Why isn't random seed recalculated automatically at the beginning of each turn? At least there is a way to change this, save and reload each turn during combat turns. Painful, painful. Please add as RFE for next patch.
GOOD
The good items are ok, but in much less importance:
abandon city-- this is actually cool, it was way, way to hard to move a bad city plant over one or two tiles
lethal bombard-- good, but was never critical for me. I did notice the AI loves to use bombers vs BS
corruption slider-- this will be nice, but have learned to deal with corruption
no barbarians-- interesting concept, no goodie huts.
air units stay on intercept when carrier moves--
this is a nice time saver
fixed foreign advisor bug--haven't played yet with more than 8 civs, but nice to know fixed.
Open to suggestions of items may have missed in readme, but would love to have answers to the unknown questions.