The small issues I have with this game only underscore that nothings perfect.
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For example, I would love it if, when playing the story mode, the engineers remembered the tech that can logically carry over from city to city (not electrified walls but yes improved traps). I would also love it if the factions acted like they remembered you. The storyline says that you remember them but, except for the Rotten, who actually act like they do on many cities, though not all, and (at one point) the Granville Riffs, they act as if they had never heard of you. This is particularly bad with the Government which, after a coup in which you are specifically told there is new leadership you run into the same leader again. The story mode also fails to explain why the factions move from city to city. We know our motivation for moving, and the Rottens and maybe the Governments, but what are the other factions motivations? Another thing is that the AI for the factions never seems to have them compete or have issues with each other, only with the players group, even after becoming allies. And, finally, if I can take 6 people total to the next city on a crop dusting plane, why can I only take 4 when not using a plane, even when one of them has an armored truck equipped?
Also in general, its not really spelled out what having an power plant does. Nor why one of the characters I took to all my cities seemed to be the mother of people in all of them (sometimes more than one) even though in her storyline she only gave birth once.
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But, regardless, those are truly minor quibbles to a game that in general is a triumph of post apocalyptic strategy and which I would recommend wholeheartedly.
TopDomino about Rebuild 3: Gangs of Deadsville