Adding onto that list of suggestions:
* Water tiles are useless for cities, and need to be fixed. Since sea tiles have neither researched upgrades nor improvements, a single land tile can be worth as many as three or four sea tiles by late game. I actually go out of my way to avoid coastal tiles because of this.
* Fungus seems a bit overpowered due to research. Their output outstrips mines for mineral production, farms for food production, and they even get a pollution cleanup point to boot! On top of all that, it can effectively create a protective wall around your territory! Aside from tiles they need road in them, there's literally no other reason to build any other tile type besides fungus during the late game.
* Lack of variety for buildings. Resource structures all follow the same cookie cutter +25%, +50%, +100% pattern. It seems unimaginative and gives zero depth in terms of strategy. Maybe consider adding some structures that give bonuses based on population, or the number of forest/sea/desert/whatever tiles within a city's radius.
< Message edited by Undecided -- 11/23/2013 2:28:06 PM >