What does backfiring mean? (in this context... I know what it usually means)
Implementing core mechanics like Global happiness with the aim to curb over expansion (ICS) and in the end achieving just the opposite effect.
To be fair, these are mechanics of the game being pushed to the extreme. Something that probably more than 80 or 90% of the players of the game would never even hear about or have the desire to try. That's a figure pulled out of nowhere, but it is important to remember that the most competitive forum-going players are not experiencing the game in the way a more typical player does.
It doesn't matter if it's Extreme, or 80% or 60% or 50%. For example: gold massing is more benefitial than trying to setup decent hammer production wether you optimise it to the max or not, remember our argument on the patch change for the conversion of hammers to gold? I told you i never used that exploit to get money out of units, yet the fact that gold was overpowered was clearly apparent to me even though i didn't play the tactic to the max. 10 smaller cities are much better than 4 10+ pop ones, it doesnt have to be 15 cities.... or 22 cities... Diplomacy is always going to be "off" wether you take advantage of trading to the max doesn't change it... it just makes it more obvious.
A car that doesnt handle well is going to appear somewhat flimsy driven by a casual driver and it's going to be a ludicrous sight if a professional attempts to push it to the max. That doesn't change the fact that is has issues with it's core design that affect everyone.
Can't stand on its own? A fairly vague description. It seems to work ok as a game. It's not necessarily as sophisticated in its depth of strategies as civ4+expansions is, but that wouldn't mean it's fair to go as far as saying it doesn't stand on its own. You might as well say civrev doesn't stand on its own either, but many will disagree with that.
Well my personal opinion is that if this game wasn't called Civilization 5 it wouldn't be able to stand on it own.