I played for a good four hours last night since I took today off from work to play
Stuff I liked
- Water territory
- Academies have been nerfed. Not only 2 science but they also take forever to build now, on an empty tile standard speed it took 18 turns to finish.
- I really, really like how adaptive the diplo/trait system feels. I was constantly revisiting my agreements and switching them up to fit my current situation. "Ok I'll take 1 turn workers and pump out a few, then switch to 30% outpost growth because my next settler will be done..." Etc. Or my personal favourite "I'll take ARC's recruit spies 1 rank higher the turn before finishing spy agency please." That worked as intended.
- Further to the agreements - having only 5 does significantly nerf a lot of the "no-brainer" ones. Early on I took the extra trade route in capital, but when my five slots filled up I dropped it. You probably won't be buying up agreements just to have your slots filled.
- I liked the AI respect changes and found them fairly easy to respond to. Early on Brazilia started liking me for a few traits so I concentrated on them and traced out their respect pretty easily. Other sponsors liked me at first but began to dislike me over a handful of dissonances (not enough number of techs) and that snowballed because they didn't like Brazilia either.
- Stations are definitely useful...maybe too useful! With the +6 energy bonus from Industry, maxed out military stations trait for 60% yield, and the orbital, I was making 60+ energy and 15+ science from three stations. This might be ok if you actually had to get orbital coverage of stations the hard way... But you can just take the agreement that gives you orbital coverage over stations. Hmmm...
- water cities don't seem _that_ bad. There is definitely a higher resource density on water, so the base tile yields aren't as much of a problem. I had 3 (3!!!) titanium deposits in range of one city which basically busted my production output. Plus, with water you are pretty much guarantee to have 100% useable coverage of the territory, since no mountains etc, so placing cities is a little easier. And if it turns out you're 1 tile out of range of that titanium deposit, you can just move. That was pretty handy.
- also, some of the aquatic wonders are pretty cool and borderline overpowered, worth getting an aqua city popped up just to get some of those, though I wasn't playing with PAC so not sure how that would affect their availability.
- It is very possible to get and stay healthy without virtues. I didn't take magnasanti or prosperity but instead went with the politics agreement that gives +2 h per agreement, filled out my 5 slots, and that was more than enough to keep healthy throughout the game. Sadly, I then realized just how bland most of the virtues still are, since I didn't know what to take. Ended up opening might.
- LOTS of ways to farm aliens now. You can get like 15 culture per kill on top of the might alien science, and there are tons of aliens everywhere on water. Getting the artifacts from pillaging nests is also enticing. Much carnage.
- love the mobility of water units. Seem to get around the map much faster than on land.
- there are a lot more modifiers to specific water improvements scattered around the tech web, not sure how that will affect tech path
- the alert that you are about to lose relationship status with AIs is really handy. It doesn't just work with cooperating or allied players but with neutral ones as well, so it lets you know when you're about to drop to sanctioned or theoretically war. Though an AI never actually did sanction me...
Stuff I didn't like
- power creep is insane. I am on Soyuz, and by turn 100 I had 5 cities, 4 of them above 10 pop, affinity 8 and positive health. The AI never had a chance. I'm concerned it doesn't know how to use the new features well enough to keep up, and the game will not only be easier but even shorter now - with an optimal build I expect the game can be finished around turn 170 or so.
- The map is _way_ too big now. With all the water territory open for settlement, I did not have a single border meeting an opponent's (Atlantean). It was a standard size map. Made the decision to settle
- Most of the agreements are pretty bland and not very useful. A handful are situational and there are a couple good ones (6% discount on leaf techs please) but the AI won't give them to you even if you are allied and maxed out on respect. Grr
- Nanorobotics (3rd branch of Nanotech) just gives +1 science on manufactories. That's it. What gives?
- triple artifact turn-ins appear to be pretty much random. I got "drone command" from turning in 3 human artifacts, whereas I thought I would get "xenomass bathhouse" cuz that's what quill got. I'm not sure I will like the unpredictability of this system given how strong it is
- the 5 and 7 affinity units are still on stupid inaccessible techs we will never get.
- most of the late game techs are still very lame and we'll never get them.
- magrails are on a leaf now and they have purity points only. What's with that? How are magrails purity and not supremacy? I'm also annoyed that the supremacy free magrails were removed. Man, free magrails were one of the best parts about being supremacy, it really sucks they took that away for no real reason.
- orbitals (and the many, many agreements related to them) still don't feel all that useful, at least early game. Aside from the station buff, I'm not sure I care about extra sight or even extra health.
- the trade routes / resources thing is annoying. It's confusing, it really clutters up the trade routes list, and the energy/science yields are still pretty mediocre, so I probably won't ever use them. Please Firaxis, give us proper trade deals back.
Bugs
- you can build any basic improvement on any tile
- the advisor messages won't go away even with advisors off and they are _really_ annoying. I am pretty sure I am seeing the same recommendations more than once.
Overall
More good than bad, though the novelty and hype factor is definitely weighing in here. I will have to hold off on judgement of BERT until I've had a few more playthroughs, and see if the imbalances and bugs start to really piss me off. One thing I will say, I think they are going to need to add a higher difficulty, as all the power creep just makes it too easy to steamroll. (Yes, even easier than the base game.)
Edit: holy crap that was a long post