I'm still in the early stages of Europolis, but I've been finding a lot of audio clashes. I often miss the first few lines of every conversation, because Zoe is narrating some long description when I wander into a proximity-triggered conversation. Ambient dialogue like adbots and protestors shouting often clashes with dialogue as well. Suggestion: Maybe the designers could make NPCs only start talking if no narration is active, and have adbots and talking statues and such only blab if no narration or conversations are active? That would remove the frequent, annoying audio clashes.
Another good idea might be for there to be a way to cut off a piece of narration, particularly if it's one we've heard before. As is, there's no way to tell how many pieces of narration an audio gets, so I invariably end up cycling back to the first one. Spacebar to skip narration maybe?
Also, I appreciate the idea of NPCs complaining about you eavesdropping, but it doesn't work... at all. Due to dialogue frequently being drowned out by ambient noises and adbot dialogue and such, I often have to stand near NPCs to hear their dialogue properly. (Plus, some NPCs just talking at low volume to begin with.) But if I do that, the NPCs often whine at me afterwards. It's kind of distracting and detracts from the game world. If the NPC conversations aren't meant to be listened to, then... maybe they shouldn't be in the game to begin with.