I am looking for the espionage system. Its a mechanic to play with. One thing to remember is its not necessarily a real human spy we are training up. Its a 'citizen' and the moment you decide its going to be a spy for the Yor, it becomes a Yor citizen that you happen to realize its usefulness or even its a Drengin turncoat or whatever. It can also be a contact that we have control of within that species. Whatever floats to make the mechanic work.
I for one am very happy we have limits to everything. It is a change and there will be some who resist and dislike change. Its for the good of the game.
BigFish, I only play on insane and all this change is going to do is slow down the player a bit. If you look at your new research lines (which we are told we are getting) there will be the means to get LOTS of admin for your use.
I like that we have choices with consequences. It makes each game more unique and that is always a welcome thing.
Do I rush Colony ships or grab a scientist to plop down on my new Ghost world and dramatically boost my research < SO I CAN GET MORE ADMINS FASTER> or do I drop my citizen on the Homeworld to crank out warships faster?
All of the above come with consequences for missing the other two. This is good. If you fail at a game because you spent all your early admins on Diplomacy and the first 30 turns you had nobody to talk to than, NEXT game you will know not to do that so early....(hehe).
In any event, I would say lets not rush to judgement so fast as we have not even got our hands on Crusade yet to see how the recent update and Crusade will play out.