From what I can gather, most of the most ardent opponents of Civ V began the series with Civ 4, so only have that as a reference point. People who've seen it change through multiple iterations have more of an idea of what the core game has always focused on and the way the mechanics have changed to accommodate that, rather than seeing mainly the mechanical differences between the two most recent versions.
what is really impressive regarding the really old players/fans of civ series, is that instead of explaining the flaws of the current game and point out the problems/issues, they have a tendency to justify everything "for the sake of old times"....
it's like having a fatherhood love....
for example, I haven't fount at least one decent answer to the problem of diplomacy.
This might relate to the vagueness of this statement. Which particular problem? This is a particularly difficult issue to comment on without specifics in Civ V, as there are a great many complaints about diplomacy that come down to people not being familiar with the system. On the other hand, there are serious inherent problems with the game's execution of much of the diplomacy. The trick is in separating the two.
For instance, "the AI randomly declares war" is a player problem. The AI is, indeed, more aggressive than in Civ IV - this appears to be designed so that players are forced to engage in diplomacy, rather than treat it as the optional extra it amounted to in Civ IV. However, there are reliable ways to mitigate this, and the AI's behaviour usually relates to the specific pluses and minuses it has accumulated regarding you. So, it's not random and it can be managed. The key is knowing how to use DoFs and denunciations, the two new elements of the diplomacy system - it's no longer about what you do to appease Civ X if they're best friends with Civ Y and don't like the way you've treated them.
However, as I noticed was pointed out in one of the posts above, it can be unreasonably difficult to manage at times. This is not a player problem, because it relates to specifics in the implementation of the system: there are many negative modifiers, but few positive ones. There are negative modifiers for things largely or completely outside the player's control ("They want the same Wonder"). The single biggest predictor of war seems to be 'our borders are too close' - which is much too severe a penalty when you can't avoid having a border with at least one other civ, and usually early in the game.
In a game that's designed so heavily around diplomacy that it actively shoves it in your face every few turns ('Open Borders/Declaration of Friendship/trade agreement has expired - time to renew.' 'You are about to lose favour with City State X'. 'You've been ignoring me lately, so I think I'll declare war on you'), and that's trying to sell itself on improving its credentials as a strategy game more than as a Europa Universalis-style sandbox, putting important elements of the diplomacy system beyond the player's control is simply bad design.
Hopefully much of this will be rectified with the addition of (presumably positive as well as negative) modifiers relating to religion, establishing embassies, and intelligence trading in the expansion.
Similarly, there are plenty of flaws in other aspects of execution. Research agreements are widely recognised to be too exploitable, as are any deals made with the AI for gold because it is unable to recognise what constitutes a good trade. There was no very obvious reason to remove Civ's age-old map trading system, which would work fine within the current diplomacy system.
But strangely, the old fans don't feel this is a problem for the rationality of the game.
What do you mean by the "rationality of the game"? There wasn't anything terribly rational about the diplomacy in previous Civ games - you declare war on someone, you can launch attacks on them while they're sitting in their best friend's city, with no diplomatic repercussions. Probably it's more noticeable (to you) in Civ V because the diplomacy system is apparently intended to act rationally in a way it never was before, and it's programmed with an AI that simply isn't up to the more complex tasks it's been given.
Instead, they are happy because "they saw what the developers were trying to do..." But, is this the case after all? is the intention enough?
It's less the intention than the basic game engine that matters. If the game engine is flawed, it should be scrapped for the next edition and wouldn't be salvageable with an expansion. That's not obviously the case with Civ V.
my belief is that especially the old fans should be the first here to enlighten the others or they should be more demanding because they can really see there favorite game to losing the grasp....
Surely pointing out unfounded assumptions or mistakes based on only a few games' experience with Civ V does qualify as "enlightening the others"?
As for being more demanding, that's a matter of perspective. We're demanding from the perspective of people who have seen Civ through several incarnations and want it to be as good as it can be. This is not the same as being demanding from the perspective of someone who has seen only Civ IV and thinks that it was the model of Civ perfection.
I've played Civ 4 a lot. I like it a lot. But I miss build-your-own castles on We Love the King Day. I miss diplomacy that can actually go wrong if you make a bad demand/decision rather than one that spoonfeeds you only the options the other side will accept. I miss coming upon a tribal village and worrying that it might spawn a bunch of barbarians, because in the gentle, happy land of Civ IV only good things come out of tribal villages. I miss barbarian spawns that actually make sense, with barbarians travelling from settlements or rising up in revolt if your city became too unhappy, rather than randomly spawning a barbarian at the borders of your territory every few minutes. (Sadly, Civ 5 still doesn't have hostile villages or castles. And when you're starting all the world's civs from scratch, it's stupid to come across 'ancient ruins' all over the landscape. What was wrong with calling them tribal villages?)
I know that there are things Civ IV retained that were irritants throughout much of the game's history, among them stack combat and transport ships.
I feel there are changes made in Civ IV that were for the worse. Maintenance removed individual unit or building maintenance costs, drastically oversimplifying (in my view) micro-level decision making on what to produce where/when, and didn't have much payoff to show for it. It's credited with killing ICS, however it was maintenance in combination with a 7-square limit on city placement that did that - maintenance for cities within your core territory was trivial. Health was a replacement for the very artificial population caps of earlier Civ games, which Civ IV was right to dispense with. Yet it was a failed mechanic - the only Civ game with a mechanic actively designed to stall population growth was the only one in which you could routinely build pop 30+ cities. Religion is beloved for the diplomacy modifier, neglecting the fact that this was only one of its effects - the others were mostly more badly thought-out, and could be unbalancing when religion was required to unlock several key buildings. I never liked corporations. I disliked the way the 'personalities' that were supposed to make Civ 4 AI Civs distinctive, while a good idea, did so by basically forcing the personality routine to overrule the player's diplomatic efforts. I disliked the replacement of Civ-specific abilities from Civs II and III with 'mix and match' leader traits, though liked the addition of unique units and buildings.
And on top of that, I feel there are elements of Civ IV (and some previous Civ games) which seemed okay at the time, but which experience with Civ V makes me feel the series is better without. Civics were a nice idea and an advance over the static government systems of the previous games - but social policies make me realise how restrictive they were, not just in terms of the number of abilities they unlocked, but also in the fact that (like all previous Civ government systems) they were tied to specific technology, forcing you down a given tech path. In all previous versions of Civ, Monarchy was the go-to technology of the early game, whatever your strategy, and Civ IV's civics amplified this trend by being somewhat poorly-balanced - some options (including Hereditary Rule) were always or nearly always no-brainers. I'd never considered a Civ government system unrelated to technology, but now that we have one it's an improvement.
I've mentioned that the universal happiness mechanic as now handled seems a lot less restrictive in how it's managed than its predecessors; I always accepted city-level happiness as a Civ fact of life, but it's not something I'd particularly want to go back to now. I didn't like the idea of Great People, mostly from a thematic point of view, in Civ IV (I was guilty of much of the same elitism I see now towards Civ V - adding 'heroes' and unit experience, to me, felt like dumbing down Civ IV for the arcade-game masses compared with its predecessors. Needless to say I was as wrong with my take on that as the same crowd are about Civ V), but the execution is generally better in Civ V (the exception being the Great Scientist, which is overpowered) and I look forward to getting them; the fact that they can no longer all be used to research a tech makes them much more useful for their specific abilities, and helps make the different types feel much more distinct, and I prefer the improvement idea to adding them as super-specialists; again with more specialised bonuses that help to distinguish them more from one another.
All of which means, in short, that I'm looking at Civ V to see what it can bring to Civilization as a series, not at how well it copies Civ IV, which was just one iteration in the series. Quite possibly the strongest to date, but nonetheless a game with many of its own flaws. I see a lot in Civ V that actively sets out to address many of those - and yes, it does get partial credit for that. It gets more for getting many of those changes right.
The result, of course, is that Civ V is far from perfect too - but I've lived with Civ games that were far from perfect since the mid 1990s (the original Civilization, naturally, being wholly flawless...). So I know what to demand of it, but also that realistically perfection isn't going to happen with Civ V any more than it did with Civ IV.
Moderator Action: Use this thread for ranting, not for discussing.