So far I noticed I really miss 3 things from AND:
1) The ability to sell buildings (especially unneeded ones that cost maintenance)
2) The possibility to sort the city list (F1) according to base production and commerce, not just the final total (which already includes all the bonuses and multipliers)
3) The "fixed borders" module, which (with the correct civics) allows military units to claim a neutral or enemy tile. Thus allowing to obtain a resource somewhere in a horrible terrain area (or simply that one extra border pop away) without having to found an otherwise useless city. And it really shines with sea resources: just park a ship and get a workboat there.
1) The ability to sell buildings (especially unneeded ones that cost maintenance)
2) The possibility to sort the city list (F1) according to base production and commerce, not just the final total (which already includes all the bonuses and multipliers)
3) The "fixed borders" module, which (with the correct civics) allows military units to claim a neutral or enemy tile. Thus allowing to obtain a resource somewhere in a horrible terrain area (or simply that one extra border pop away) without having to found an otherwise useless city. And it really shines with sea resources: just park a ship and get a workboat there.




-to-
conversions (barter and trade), which pretty much save me from bankruptcy and allowed me to keep researching, and ultimately getting on top of the scoreboard.
and city growth, they seem to be working fine.
. Not a complaint per se, just that while I had very little money early on, my people have always been healthy and cheerful!
)