I haven't bought the game, and don't plan on it. At this point I don't see how it can be fixed.
When news of Civ5's development first trickled out, it really sounded like there was a focus to fix issues with Civ4 and release a better game.
90%+ of what
AussieLurker and
Psyringe say
sums up my impressions. Perhaps since I haven't bothered to "play" I'm not allowed to have an opinion as such, or that makes it invalid.
I can say this, I expected with Civ5:
- A streamlined/better Espionage system (klunky klunky in Civ4).
- An overhauled Corporations system (that was awkward in Civ4).
- An improved Religion system, that gave more weight to the money/culture bonuses.
- A game engine that could handle large maps without MAFs, slowdowns and save game corruption.
- Less unit micromanagement for large wars.
- Units that can move more than 1 square at a time.
- Better Naval Warfare.
- Zones of Control, and improved Combat in general.
- Myself among others mentioned an optional chess-board like strategy layer to combat, where you could move units around in a smaller scale after battle was initiated.
- The ability to enter the vague idea of a given Civilizations "border" without declaring war.
- Better Diplomatic relations.
- Improved AI.
Civ5 has changed things for the sake of change in many cases --- or for the sake of simplicity. There might be one or 2 things in my list above that has been incorporated into Civ5 (and I'm sure if I put more thought into and/or re-read some of the older posts on Civ4 I'd recall more "wishes" [of the fans] that were just plain ignored). Yet for the most part nothing that I wanted was done at all, and in fact almost everything in my list above was
removed instead of improved.
-- The 1UPT feels like a game mechanic: prevents suspension of disbelief. A single tile is a huge area of land, that the game "rules" say only 1 unit there...
-- You can create a barracks, but your units can't stay in the city -- because of a game mechanic, that _feels_ like a game mechanic.
-- Cities that auto-attack like some half-assed "Flash Castle game" -- feels like a game mechanic.
Warlords3 (not Civ:Warlords) is likely one of the all time best Strategic War Games (which is one small facet of the Civ Franchise). Units could actually move around in a given turn and how you built your 'stack' (the order) was important, not just spamming SoDs.
Civ5 is not good enough. And unlike the detractors of Civ4 who complained about the changes from Civ3 to Civ4 --- the naysayers of Civ5 have a point: Civ5 has added game mechanics, watered down the experience and taken away choice from the player. Civ4 made changes from Civ3 - but the goals there were to try and fix what was broken, not streamline the game play down to a bland emotionless experience.
I see a lot of dismay over this game. I agree with most of the complaints. The people that are pushing to give it a chance -- I guess are able to overlook everything that is wrong with this "game" because it's CIV. It's CIVilization in name only at this point.
Hexes aren't an improvement either. An improvement would of been Octogons -- where you can actually move N/S/E/W NE/NW SE and SW. And would of enabled near circular shapes as well as almost square: Giving the best of both worlds (square and hex). As others have noted, hexes actually give you
less choice than a square map, the supposed advantage is equidistant from one hex to another... really did anyone care that if you moved on an angle with squares that ONE sqare your unit could move was a little bit further than if the unit went N E S or W?