duckstab
Child of Noble Family
I've got to agree that when the gameplay effect is identical bonuses are just more fun than penalties.
To me it's not so much a question of whether game effects are applied as bonuses or penalties, so much as it is the presence or absence of interesting tradeoffs. Civ4 had these in abundance - is it worth building this wonder or that building based on when they're going to go obsolete? Is it the right time to forego the ability to whip-rush via slavery in order to run unlimited scientists under caste system? If I build a city here how long will it be operating in the red until the population is high enough to offset the maintenance cost? Do I use this GP for ligtbulbing or hold onto them so I can start a golden age? And so on.
The closest Civ5 seems to get to this is through religion/ideology bonuses where picking one means somebody else is going probably going to get to another first. But it's rarely the case that you have to give up something nice for something potentially much nicer. To me that adds an element of strategy and accounts in large part for why Civ5 just never captured my imagination to the extent Civ4 did.