I love this game but freely admit that its quirky. I think nearly all of the problems with the game can be sub-categorized under one banner: Lack of balance of the game mechanics leads to limited choices It feels like there's 10,000 ways to play the game, but 9,995 of them are 'incorrect answer.'
-social policies: by the end of the game, you usually have 2 completed SP trees and 1 ideology. So, 4 initial choices for SP tree X 8 remaining secondary SP tree X 3 ideologies = 96 possible permutations. However, because of lack of balance, there's only 6 choices: Trad/Ratty or Lib/Ratty X 3 ideologies, and some argue that Lib/Ratty isn't an option. More importantly, the different SP choices should change the flavor or timbre of a civ. Choosing honor should give you abilities that allow you to rofl-stomp a tradition player. Or what if choosing honor (remember a 'social policy' would impact the general population, not the gov't) meant you could disregard the negative effects of unhappiness? And the religion/piety issue could be addressed together: make the effects of religion stronger, and the prerequisite for founding a religion is finishing piety.
-units: melee units suffering damage on attack and defense whereas ranged units attack with impunity is off. It might work if ranged units had severely reduced melee strengths (i.e. a melee unit with 50HP remaining could 1-shot a full strength ranged unit). To me, the bigger picture, though, is the loss of rock-paper-scissors from earlier civ games. Remember in civ 1 when you wouldn't dare attack a phalanx with a knight? Now, there's no reason to diversify your army, aside from a few meatshields and city-grabbers.
-improvements: there's no choices here. You farm wet and TP dry, mining dryhills. Save as much jungle for jungleposts later without handicapping your early game. Be nice if there were more options, like bring cottages back and make trading posts far better than early cottages but far worse than developed towns. All-or-nothing coastal tiles are also annoying.
-diplomacy vs. war: ends up being so black and white. It's not hard to get good relations going with other civs, but it's either you never attack anyone and have the option of diplomacy with everyone or you attack someone and then may as well declare war on the rest of the world as that's what inevitably will happen. I've seen the vids from TMIT and particularly Marb's vids where they manage to have everyone at war with the person they're attacking, and end up conquering 4 capitals and still being friendly with multiple civs, but those seem like such showcase scenarios that can't often be reproduced.
-technologies: the linear tree format that has several "heavy-bearing branches" gets so redundant: pottery->relevant improvement techs->philo->CS->education. The web design for BE sounds promising, but having multiple trees seems like a better option, and perhaps some tech options are only available with certain SP choices or more potent with those "unlockables."
-victory conditions: this is kinda rehashing earlier points about poorly weighted SP choices and standardized tech paths, but the fact that the game has 5 victory conditions (really only 4, time is kind of an anti-victory) which is fewer than previous iterations, and more importantly that the path to victory is identical for 3 out of the 5 victory conditions and so slightly varied for culture or domination. Should be that some actions, particularly late-game, that push you closer to one VC make some of the others further out of reach.
All-in-all, previous versions of civ left you thinking, "I want to do this; I want to try that," which is what the civ experience is all about. Civ 5 instead is, "Doing this is correct, doing that is incorrect."
-social policies: by the end of the game, you usually have 2 completed SP trees and 1 ideology. So, 4 initial choices for SP tree X 8 remaining secondary SP tree X 3 ideologies = 96 possible permutations. However, because of lack of balance, there's only 6 choices: Trad/Ratty or Lib/Ratty X 3 ideologies, and some argue that Lib/Ratty isn't an option. More importantly, the different SP choices should change the flavor or timbre of a civ. Choosing honor should give you abilities that allow you to rofl-stomp a tradition player. Or what if choosing honor (remember a 'social policy' would impact the general population, not the gov't) meant you could disregard the negative effects of unhappiness? And the religion/piety issue could be addressed together: make the effects of religion stronger, and the prerequisite for founding a religion is finishing piety.
-units: melee units suffering damage on attack and defense whereas ranged units attack with impunity is off. It might work if ranged units had severely reduced melee strengths (i.e. a melee unit with 50HP remaining could 1-shot a full strength ranged unit). To me, the bigger picture, though, is the loss of rock-paper-scissors from earlier civ games. Remember in civ 1 when you wouldn't dare attack a phalanx with a knight? Now, there's no reason to diversify your army, aside from a few meatshields and city-grabbers.
-improvements: there's no choices here. You farm wet and TP dry, mining dryhills. Save as much jungle for jungleposts later without handicapping your early game. Be nice if there were more options, like bring cottages back and make trading posts far better than early cottages but far worse than developed towns. All-or-nothing coastal tiles are also annoying.
-diplomacy vs. war: ends up being so black and white. It's not hard to get good relations going with other civs, but it's either you never attack anyone and have the option of diplomacy with everyone or you attack someone and then may as well declare war on the rest of the world as that's what inevitably will happen. I've seen the vids from TMIT and particularly Marb's vids where they manage to have everyone at war with the person they're attacking, and end up conquering 4 capitals and still being friendly with multiple civs, but those seem like such showcase scenarios that can't often be reproduced.
-technologies: the linear tree format that has several "heavy-bearing branches" gets so redundant: pottery->relevant improvement techs->philo->CS->education. The web design for BE sounds promising, but having multiple trees seems like a better option, and perhaps some tech options are only available with certain SP choices or more potent with those "unlockables."
-victory conditions: this is kinda rehashing earlier points about poorly weighted SP choices and standardized tech paths, but the fact that the game has 5 victory conditions (really only 4, time is kind of an anti-victory) which is fewer than previous iterations, and more importantly that the path to victory is identical for 3 out of the 5 victory conditions and so slightly varied for culture or domination. Should be that some actions, particularly late-game, that push you closer to one VC make some of the others further out of reach.
All-in-all, previous versions of civ left you thinking, "I want to do this; I want to try that," which is what the civ experience is all about. Civ 5 instead is, "Doing this is correct, doing that is incorrect."