Are you seriously arguing that civics, with more or less the same number of choices and the ability to change over time to fit the needs of your empire politically/economically/militarily (not to mention how civics melded together with religion), is a less complex system that a series of irreversible, static bonuses that have no affect on diplomacy?
It is, at least as I see it. With civics, you made a choice between the 0-4 civics you'd unlocked, and it was generally a straightforward choice. Building units for war? Go with Police State, Vassalage, and Theocracy. Specialist economy? Then it's Representation, Caste System and Mercantilism for you.
With Social Policies, there's much more choice and opportunity cost in the decisions. Is +1 production per city for the rest of the game more valuable than 50% cheaper tile buying? Every time you get a policy to "spend", there's usually at
least a dozen policies to consider (not necessarily stuck you can take directly, but stuff you can unlock the prereqs for. An empty tree, for instance, has six policies on its own you'd have to think about when you consider whether to take the tree or not). Since you can't change your mind in five turns if the situation changes, it's much more important to think about how you're shaping your empire in the long-term.
Finally, because policy points accumulate entirely separately to techs, it's another axis to think about when considering development. With Civ IV's civics, you unlocked new civics at the same time as certain techs, so it was always predictable when (in the sense of the tech advancement) you could pick certain techs up. And you were usually teching as fast as possible, so this didn't really add any extra depth. With Social Policies, the only connection is the era restrictions; beyond that, you'll get policies at the rate that you devote yourself to culture. Which has important ramifications:
- The opportunity cost of choosing between two SPs is much higher than civics. Make the "wrong" choice with a civic and you have to wait 5 turns to change it again; fail to choose an SP that in retrospect you should have gone for, and you have to wait a lot longer to get another chance to pick it up. Your decisions matter a lot more.
- All civilizations were able to choose between civics in all five categories, and since the techs were generally useful anyway, everyone could choose between all civics at the end of the game. With SPs, being divorced from tech means that you'll get much more pronounced differences in different civs' abilities.
- The rate at which you acquire SPs is dependent on how much you divert your attention and resources to culture. Hence with the difficult decisions above, you have the power to lessen the wait between SPs if you are prepared to make sacrifices elsewhere; you have the power to acquire more SPs than you opponent and give your civ permanent advantages if you're prepared to make the sacrifices elsewhere.
Basically, civics were akin to pseudo-static bonuses that you got when discovering techs. In fact you could probably write out a civic plan before playing the game (when I get to Code Of Laws, I'll switch to Caste System) and it wouldn't vary much based on the way the game turned out.
With SPs you get choices that are individually less powerful, but cumulatively much more so, and something that gives culture a legitimate axis for advancement that's completely separate to beakers. More choices, more depth, more rewards, more sacrifices, more complexity.
So yes.