List of what I don't like about Civilisation II

    • Lack of granularity of city population (and hence the significance of population loss when cities are captured)

    • Lack of unit stacking (unrealistic combat - one unit can defeat 50 if they are in the same tile without a city or fortress) (makes the game take longer as there are more units to push around the map)

    • Lack of granularity in the strength of military units (i.e. one whole unit)

    • Unit driven exploration

    • Unit driven espionage

    • Unit driven sabotage

    • Unit driven establishment of embassies

    • Unit driven terrain improvement (very player-time intensive)

    • Unit driven trade

    • Unequal diplomacy

    • Settlers taking a unit of population and food

    • Lack of a scenario generator

    • Unreliable "go to" function for units

    • Unrealistic terrain modification (it's possible in game to irrigated and subsequently transform to grassland the whole Sahara Desert)

    • AI civilisations building cities in between my well-spaced cities (how rude!)

    • Inbalanced attack/defence - at the scale that Civilisation deals with (and particularly for the pitched battles of antiquity) there is little difference between attack and defence

    • Civil disorder - it's just not that fun to manage

    • Road triple movement rate - not realistic

    • Railroads give infinite movement - definitely not realistic (I wish my train were that fast!)

    • Standalone artillery units (a special case of the unit stacking criticism) - does it make sense for a catapult unit to have the strongest attack in open country?

    • Isometric graphics - why bother?

    • No technology, intelligence diffusion

    • Population growth tied to food (rather than medical technology)

    • No upgrade path for units (other than Leonardo's Workshop)

Weaknesses of the Civilisation series cities model

    • Being forced to place cities in undesired locations to give them access to special resources or squares with high food production

    • There is no way to place cities without overlapping (which inhibits growth in the later stages of the game) or leaving unutilised tiles (which is a waste and will sometimes encourage the AI to build on these tiles)

    • The civilisation model would achieve a perfect utilisation of resources with even placement of cities - this does not reflect how cities grow in reality there are far fewer significant cities in the mid west of the USA that there would be under the civilisation model

    • City placement is micromanagement, which is dull

    • Naval production is limited to cities placed by the sea