Need the ability to destroy cities. Seriously, due to stupid AI, you get stuck trying to find something to do with shitty cities constantly.
You can destroy cities by ransacking them, even your own. No it's not well explained, but it's possible.
I'd also recommend increasing the number of competitors by at least 1.5 to 2 times as many as recommended by the world map size for a more dynamic experience. This was true for Amplitude's past games and it goes here as well.
As for my own impression, I've been enjoying my run of it so far. They've improved a lot over the open betas and it feels like a solid evolution on the core systems Amplitude's been honing since Endless Legend and Endless Space 2. The era mechanics are real great for adapting your playstyle to specific playthroughs and strategies you want to adopt. There's a lot of fun combinations that I feel like I'm just scratching the surface of, especially as I'm moving into the late game where pollution is becoming more of a concern.
The units are also fun to play with and pretty to look at. Here again is where they've improved the EL battle minigame to feel like less of a slog, even if battles can go on longer. Terrain feels impactful in terms of planning individual unit moves, though I sometimes find myself fighting the camera to find out where a change in elevations is a cliff versus a hill.
It doesn't have the same personality factor as the Endless Series, though. None of the leaders have the same operatic wow factor as the ones from ES2. I think that they've honestly limited themselves by focusing on human-civilizations, where an Endless Legend 2 that utilizes the same stuff would be an absolute ride. Everyone starting out as various Concrete/Virtual/whathaveyou offshoots and slowly changing themselves by adopting new affinities from various factions across the endless series would make for a hell of a game and it has the bones for that.
It also has the foundation for a lot of other interesting system add-ons. Which is my biggest criticism of the game. Maybe it's me being brain-poisoned by playing too much grand strategy, but I feel like the game is desperately craving for a more robust diplomacy system where you have more mechanics to build relationships, sow distrust, pull allies into wars, force peace among warring factions, create coalitions or broker trade deals for specific resources and gain fame from doing so. The interactions you can have with your competitors feel flat and largely beyond your control since you don't have tools of meaningfully building relationships with them beyond whether you renounce or press your grievances. Though the grievance system makes diplomacy active, it needs one more layer of politicking systems to really make it shine.
The tech system feels like a bit of a step backwards. I miss the massive tech trees from
Amplitude's past games. I understand why they did it, but I think the tradeoff to hew closer to historical accurate tech development limits the game's potential for shenanigans. Ditto with the religion and the civics tree. There's an interesting mechanic with Independent peoples where you can see their ideological affinity to your own civ, which gives you certain bonuses and makes it easier to later assimilate them. I haven't been able to find a similar system implemented for the Enemy factions/Competitors other than a vague indication on the diplo screen about your closeness. Having culture wide events
Potential is a word I keep coming back to; there's a lot of room for this game to mature in a similar way that Civ5 did with Brave New World, or Endless Legend did with the Shifters. Overall I've enjoyed the time I've had with it, and am looking forward to seeing how it changes over the coming years