The good:
- Hex tiles. I really like this.
- Area of control. Again, adds a new layer to the strategy.
- Combat. Same as Area of control, the combat seems nicer. City combat especially.
- Tile purchasing. I'm sure a mod might end up incorporating things like land trading which would be interesting.
- Animated leaders. Probably not "necessary" as such, but a very nice addition, how they all speak in their native languages and whatnot.
- Having large empires isn't super easy like in Civ IV. As culture costs increase and happiness decreases (so less golden ages) having a small empire is sometimes recommended.
The bad:
- No tools? Can't reveal the map, can't edit things like we used to? I just wanted to see what the earth map looks like
- 1 unit of either type on each tile (I managed 1 worker and 1 soldier, but I can't have 2 soldiers or 2 workers)
- The equivalent of the cottage improvement doesn't evolve over time, meaning there is no real benefit to planning one's infrastructure early.
- Civics are gone, and in their place one buys social policies with culture. An interesting idea that I just cannot get my head around for the moment.
- Happiness is empire-wide. No more individual cities being unhappy. This doesn't feel right, either.
- I can't find where to rename cities. This is probably my fault, however.
- No tech trading? This is ridiculous in my opinion. The alternative that the game offers (entering research pacts with other civilizations for money) is not up to the job imo
The undecided:
- Strategic resources are limited. One supply of iron on the map will only allow you to build two swordsmen, for instance. It is then up to you to find more iron if you want more swordsmen. If you were to lose the iron resource, your swordsmen now only deal 50% damage (or 75%, I can't remember). It is obviously annoying when you first see it happen to you, but a part of me says this is a good idea in the long run and will force the player to think about his armies and protecting all of his resources, not just a single one of each type.
- War is difficult and sometimes annoying. The military aspect is nice and I have to think a lot more about my unit movement (which you might say isn't what civ is supposed to be about, but we're talking strategic placement, not tactics I guess). However taking enemy lands gives you a choice. Take the city or have a puppet state. Unless I'm being really stupid, I almost never see the point of taking cities directly.
Turning the city into a puppet state essentially gives you access to everything it produces including resources, gold, science and the like, but you can't decide what the city builds. I'm not sure what to make of it. Following on the small empires idea, puppet states don't add to your "number of cities penalties", and add a lot less unhappiness than occupying the city would. However, you still have to defend them.
Other than the fact the player has no control over what the puppet state does exactly, puppet state cities have exactly the same appearance on the map as the player's own.
On a side note, city states:
These offer really interesting potential. Imagine the independents in RFC, but you can "talk" to them (the diplomacy is limited to giving them gifts or declaring war) and occasionally a city state will broadcast a message for help - they might ask you to attack one of their rival city-states, acquire some resource, build some wonder of the world in one of your cities (which their scholars can visit and admire how mighty you are) or some other task. Completing these tasks (or failing that, giving them money) makes them more friendly or even allied to you (happens automatically if they like you enough). Allied city states will help you in whatever wars you end up in by sending troops, and any resources that they hook up to their city are automatically traded to you. Depending on your "civics" options, city states can even give you a proportion of their gold or science production. An interesting idea for modders imo, especially if they can "influence" how the city states act towards certain players and also influence what "challenges" the city states give out. These "challenges" are the closest thing the game has to quests.