@ Dale: While i agree on some of the points about choice and exploits, what really is problematic, is that if you follow that course (which also the advisors and tool-tips suggest) the game very fastly becomes frustrating to many players which actually don't know how to exploit the game.
To find the spot which you describe about as "the way its ment to be played" can be really, really hard here (a fact that is nearly impossible to grasp to experienced players and thus playtesters.)
+ you still really have to like huge military slugfests to even enjoy that spot if you do. (which makes the audience quite narrow.)
And if you have to walk a very very fine line to make a game enjoyable either way its just bad game design, plain and simple.
Doesn't mean it results in a bad game outright but its still sad and unnessesary (by the devs, again, no accusations hurled in your direction. No matter if you have been a playtester or not)
It can be fun but you actually have to do some effort to get the game to be fun (if your good and you know the system you have to play subpar. If you play the game for fun on the fly without paying much attention the game punishes you by either beeing unwinable or beeing a huge slugfest.)
And even the way your patch is designed i see some base premises which obviously have influenced the development of the game and which i find actually directly detract from the fun of playing the game.
(To make the REF exploding at all,
to have rebel sentiment in a settlement decay over time at all (this seems the most nonsensical of the lot, the gain from this really is minimal (could have been completely neglected, even "exessive" use of that feature whould have endangered the game not the tiniest! bit. Overall sentiment-decay might make some sense, but only if you base it on the flawed way bells directly translate into REF. And i doubt that the way it is, is not flawed) while stripping it out whould just plainly make the game more fun),
to make education exploding at all (or at least on colony-basis as opposed to settlement-basis),
to not implement any kind of serious market fluctuation besides those generated by trade,
to implement a decent system for diplomacy but don't use it in a significant! way (those tribes and colonies should interact in a more vibrant way without you prompting them to do so. Not that hard to do and it whould add a lot! of fun),
to utterly focus the game on the WoI and reduce the importance of the other parts.
As you may have noted none of these is a bug and all of these might make sense in some way. The obvious bugs i won't list.
Sure other ways to balance the thing are harder to design / implement and have some flaws. But the result actually seems more fun. To me at least.)
I for one think that the game has suffered a lot from to much focus on the multiplayer crowd (competitive that is) and thus far to much on balance. I can understand that decision and it is a gamble every dev has to make (so i don't say its wrong by default. Just that the result turned out poorly from a single-player point of view.)
It feels far to much: You have to do xyz.
But if you do xyz to good we have to punish you because you evil exploiter are trying to destroy the game / your fun and we know best what is fun to you. (Which plainly put is just a flawed way of thinking because games are a pasttime, not a job you do because you have to earn a living.)
And i can spot some of those tendencies in your patch as well like cutting natives training natives (don't see this as a critics on your work just an analysis because you have been a playtester and that seems to have been a thing playtesters and devs have agreed upon somewhat. Also because such kinds of decisions make sense from a competative multiplayer design-perspective so they can be reasoned for.)
There are other possible approaches to game-design (and even other more mild ways to do if you chose this one.)
That said i have bought the game for mods and multiplayer (mostly coop only, didn't got to test that so far because a good mod for that needs to be made first and i for one don't like your approach to balancing, its just not what i like to play.) anyways so the vanilla version wasn't that important to me.
(but im appaled by the subpar game-design for a game of the civ-series + an obviously rushed release due to setting an EtoA and sticking to it. Still not unplayable or utterly unfun but flawed by a really broken design-philosophy were the player is seen as a problem + any feature is seen as a possible exteme exploit first and simply put fun seems not the main focus. And mildly! (and i really mean very mildly) exploiting features can be fun.)
And i have played, sold and tested quite some games, computer and otherwise. So its not just purely subjective but from a more general approach with enough comparison for at least some valid judgement imo.)
And games do give goals (some have very loose ones but that is not for anyone.). But if you have to work (and hard) for the intangiable meta-concept of fun itself in the way the developers have imposed on you (and choice in that matter is somewhat limited here, i hope we can agree on that.) it becomes very hard to spot.
And then comes things like the competition. Like say FFH 2 (a free mod so good that i actually just got to play bts to get the updated version for it. And that's sorts of an in-house competition so Firaxis doesn't even get hurt by this really.). Sure you are right with your comment of:
Don't like it, don't play it and wait for decent mods.
I still hope you can at least understand that those 28€ paid do hurt a bit if not much fun has been gained out of it (and thus i do feel compelled to comment on this here. Whats wrong with that? Shouldn't the devs actually appreciate such behavior?
Heck, whats wrong even with the bragging of the "pros" how cool they are

? At least they have fun as long as they do... Not that it whould be much my game. Thats more what i call playing the system and using the features in a creative way. Or what you whould call vilely

exploiting features.

Evil me
Whats good about you mocking them for it? (besides you having fun while doing so which is a very solid reason, of course

, if a bit controversial.

) )
And it has been having the premise of being the remake of a classic. (and I'm not even so much focused on the flashy things like graphics but just want good gameplay and i do expect to have Civ:Col at least somewhat feel like some of the good things about Col 1.)
Its not the worst of investments lately (spore has been much, much, much.... worse...

) but that's not a description the devs should be proud of.
(Again, i don't hold playtesters responsible for how a game turns out. Thats the devs job. And i really appreciate your efforts, even if they don't help me much directly. But even if just in an indirect way i will profit from the modding community sooner or later. Something which actually makes this game be not a letdown because i know it will be fun one day. Just not yet. And im even fine if the modders make the game good for me, not mainly the devs. Because i also credit firaxis / take 2 for making modding as viable as it is here thanks to their policies in that regard...)
So i will wait till i get bored with FFH 2 again and until some patch for less competitive (balance and exploit-prevention everywhere) play with more focus on fun is released. (So i checked the wait until patch option.)