First off, I gotta say good work on this mod. Hopefully it'll succeed in breathing some much needed life into an old game otherwise bound for the recycle bin.
Some friends and I sat down to play this earlier today, and I'm going to recount some specific issues we encountered.
We played the game for something near to 5 hours, total, although a fair bit of time was well spent on beer and food. It was the first time any of us had played the mod. By the end of the alotted time, two players were about 60% of the way towards victory (one by domination, and another by technology). It didn't go as fast as I had hoped, but I blame a lot of that on myself for not having been familiar enough with the ruleset. Next time we play, 5 hours ought to be plenty.
Most issues revolved around stability. 2 players neglected theirs in the beginning and got bit by it. Once bit, twice shy. Only one further revolt check needed to be made. Our first confusion came from revolt checks. With five players, the rulesheet states that only the first two players need make the revolt check. We interpreted this to mean that only the first two players *who risk revolt* need make the revolt check, as opposed to the first two players *acting that turn* need make the revolt check *as needed*. The second revolt confusion we encountered was in the wording of the stability chart. It unambiguously states that only cities can rebel, even though all settlements (villages and cities) contribute towards the unrest threshold (4 @ -1, 3 @ -2 ). We played it exactly as it was described, however, I feel that it might be a mistake, as it would be easy to create a glut of villages, and since you have no cities, you needn't worry about revolution (just imagine Buddhist Babylonians). That's why I think it was meant to read 'settlement' instead of 'city'.
We may have been handling research incorrectly. The cards state that you may either research one tech yourself, or you may buy tech from other players for 40g etc. The rule book states that you may perform both of these actions. We went with the card's description whenever there was confusion. In the end not a single tech was purchased using the latter of the two options.
We played using a water heavy random map (although we did not flip tiles over to keep them hudden until exploration ) of a somewhat reduced size, perhaps 40 instead of the suggested 45, and it still seemed that there were too many land territories. All but one player started on the same continent. Wars were fought to capture cities not because there was a lack of land, but rather because it was more cost effective (largely in terms of stability costs) to capture a city than to build one. Also, defense against catapults made less expensive to attack than defend. That left the victim losing more units and losing a city, and perhaps losing stability. Furthermore, even by the end of the game, only two players were within range to trade with one another. Even two players that were fighting were never within trade range.
We made a mistake with barbarians, treating them as 'minor civilisations', and giving a hit to whoever conquered them. Perhaps that tainted our impressions of stability, but many of us were left with the impression that stability slowed down the game a great deal. In a mod who's (in my mind) raison d'etre is to speed up the game to the point where it can actually be played, I have to say I felt stability didn't work quite right. I understand that you simplified the rules for building settlements (building settlers, moving them, founding a city) in order to streamline the game. Unfortunately, by effectively requiring a player to consolidate in order to expand, it seems that you've undone that benefit in large part. In the end stability meant that our empires seemed to expand very slowly. Obviously, this in turn slowed down other parts of the game.
I'm not saying that I dislike the stability mechanism at all. Personally I felt that hemming in super-nova style expansion is a good thing, especially in a game where starting locations can vary so greatly. I just felt like it went a bit too far, and stopped the game from getting to the 'fighting over land stage'. I was thinking that something as simple as not taking a hit for the first village you build during a construction phase would get around this. Maybe it's just us that ran into this problem, though. Next time we'll definitely play with a smaller board (perhaps 30 land provinces for 5 players), so it won't be such a big deal.
I really don't wanna come off like I'm griping about it. We enjoyed the mod. We enjoyed it far more than we had ever enjoyed the original game. The second time we play we'll be able to finish the game, even, and my feedback will likely mean more at that point. I know criticism is important for something like this, however.
Once again thanks a bunch!
(no pictures I'm afraid!)