Well there were some design questions I would love to ask Peter 'WTF were you thinking when you did this?'.
Example, when you pick up a tree to either put in the store house, improove happyness, or to build with you get a little evil sign, EACH AND EVERY TIME. Why am I being evil if I'm trying to help my people?
If the storehouse is full of wood/ore/grain, why are people still going after these resources even if they aren't assigned to do anything?
If people migrate to my city, and abandon their city, why do I have to go capture it and get even more evil for capturing an abandon'd city? Why am do I get evil for for making an armory? Don't these people want protection?
Why is it 5 times harder to pick up stuff and place stuff compaired to the first game?
My roomate who hadn't played the first game but wanted to try out this one was playing it and got totally frustrated to the point he quit playing.
If you want to play evil the game is a snap, but trying to play good and your pretty much punished through out the entire game.