CIV5 - a disappointment so far...

Yep, op is right. Civ5 is the dumbed down version of Civ4, removes complexity and replaces it with generic gameplay.

So glad I didn't buy it ^^

What a ridiculous thing to say. You're ugly. (not a flame, I mean how could I possibly know you're ugly without meeting you?)

And the demo is to see if you can run the game, you can't possibly ascertain how good and or complex the full game is in a time and feature limited demo. And if you're going off comments in this forum, then there are two opposing arguments on that issue and you shouldn't suppose you'd fall into one camp or the other.
 
Strategically dead. They're done with for the rest of the game, you never or rarely consider changing them for other improvements.

Correct, but there are other improvements that could be considered, not every one has to be strategically dead.

Personally I think with Civ 5 the need to change improvements is less relevant since later in the game you will be more worried about building roads and railroads to connect your cities better, connect city states for better city state mechanics and even to friendly nations. Since roads and railroads cost money to maintain, having an improvement like cottages is vastly more important.

The value of a militarily strategic mechanic far outweighs the need to keep workers busy later in the game.
 
??? - Puzzled
How does bulldozing profitable towns and building workshops/farms late game make sense?
Civic progression (Civ IV) generally led you to wanting all those towns.
This game mechanic (Civ V) alters my immersion level significantly.
... I do understand the need for strategic options.
... I don't understand the decision to make much of it improvement/worker based.
I much preferred the towns (Civ IV).
 
??? - Puzzled
How does bulldozing profitable towns and building workshops/farms late game make sense?

Well exactly. It doesn't. That's my point.

It does however make sense to bulldoze a trading post if you need more farms.

Hence why Civ 5 rules.

... I don't understand the decision to make much of it improvement/worker based.

As opposed to the alternative in Civ 4 of clicking - / + on a slider?
 
I'm OK with losing religion, which was some combination of abusable and arbitrary. And health, which was some combination of irrelevant and redundant. And espionage, which I never felt was well-implemented (I'd like to see them try it again, eventually).

I miss cottages. They really added a lot to the game. In particular, they allowed me to develop my land in a way that contributed to science. Maybe this combines with the loss of the science slider, and the general feeling that I have very little control of my science rate (especially early).

I don't like the empire-wide happy-cap. In IV, you could trade off expansion against your science rate. That was one of the key balances -- should I accept a lower tech rate to claim more land? That tension is now gone. You expand to your happy cap, because there's no opportunity cost -- in fact that's how you maximize your science -- and then you stop, because you have no other option. It very quickly gets to the point where the only new city that's worth settling is one that brings in a new luxury resource, and very shortly after that all those are taken, and there's no point in settling anywhere.

And I agree with the overall complaint that the game feels "flat". Gold or Cow used to be a tile to get excited about. Now it's just a bit better than any other tile. Civ 4's civics were dramatic. Caste System and Pacifism was a combo you could shape your whole game around. Emancipation was strong enough to make Democracy worth beelining. I look through the list of Policies, and nothing really excites me. The same with the Wonders.

I don't know. I'm still playing. Maybe it'll grow on me.
 
I would argue Firaxis got it backwards.
Let tile improvements become more and more permanent,
... or grow, making the decision to plow it under more difficult.
Use the SPs to alter their strategic output.
This would make the distribution of various improvements important from the start.
SPs would then become (albeit painful) a way to steer your civilization's course.
As it stands, it works out the other way around.
 
And I agree with the overall complaint that the game feels "flat". Gold or Cow used to be a tile to get excited about. Now it's just a bit better than any other tile. Civ 4's civics were dramatic. Caste System and Pacifism was a combo you could shape your whole game around. Emancipation was strong enough to make Democracy worth beelining. I look through the list of Policies, and nothing really excites me. The same with the Wonders.

with respect (and I know you've put forward the possibility it'll grow on you) the combo of Caste System and Pacifism, or the true benefit of Emancipation, and stuff like this, these would surely only have become apparent after plenty of games or reading the strategy forums.

I've personally started to form some ideas about synergy between social policies, wonders and such, that get me excited about the possibilities, and I'm sure when the better players than myself start to explore them some awesome new paradigms are sure to form out of them that have letter abbreviations on this forum that newbies will be asking about for years. I can imagine at some point in the future some of these social policies and wonders will be parts of some really cool and interesting combos and strategies and tactics that are not immediately obvious yet. Hindsight of all the strategies of Civ 4 is 20/20.
 
The removed stuff - generally - well, I understand that some options were easy to exploit - but why remove them instead of fixing them? Some were simplified - why not make them complex? Even if flawed, they added another dimensions to the strategy you needed to employ - if they are not fixed, tuned or replaced, the game becomes simplified.

- Cottages. What was wrong with them? IMO it was one of the most inventive additions to the game since civ1. In another thread someone complained that in latter stages of the game he had to defend towns cause they were hard to rebuild after being pillaged - now that's why they added to the complexity. I rather expected more terrain improvements to grow after being used by the city, that would a natural decision. Now from what I can guess by playing the demo, they stay the same for entire game.

- religion - again, added a lot of options, a lot of choices, like building temples in cities that wouldn't otherwise need them at the time, to help another city's culture by allowing a cathedral. I agree this was almost a one way road (ie the more religion(s) in your cities the better) and had too much influence on AI diplo - but it was easy to change. Why not? Now we're back to just constructing "a temple". Cool.

- health - another thing that allowed to tie a lot of aspects of the game. A simple growth factor to that led to infinite options. Allowed to represent the influence of industrial development or unhealthy surroundings or having access to many/too few food sources. The more advanced you were, the more use you had of the food resources (granaries/groceries), but the bigger your empire, the more of the resources you had and the again there was diplomacy and gaining resources from other players. Removing health just deleted a whole dimension from the strategy. Please tell me, what do we have in exchange? And no, social policies and better combat is not an answer.

- not having to connect a resource to the city to be able to use it? Really? I haven't played that much but does it mean that if I build a city 15 hexes away from any settlement with no road and sea access, it will be able to use all of my strategic resources? And if that city has a strat. resource, I can use it on another continent? Thsi point may be down to me not having a full game.

- espionage - I never liked it in civ4, I thought it was a rushed and simplified addition but it was there as an option, as a strategy choice. It needed improving not removing. What is there in civ5 instead? As I said, I do not know civ5 extremely well so maybe I miss something there.

Other things:

- generally, I have a feeling that almost everything was tuned down to have less influence. Resources do not increase output of the tiles as much as they used to (and there are a lot more of them), wonders do not seem to be so powerful, teh same goes for city buildings and after building a pasture on a tile with cattle I gained one hammer. Is it intentional? For me, it just means every choice I make is less important. Getting THAT resource before other do, building THAT wonder before others do was always something that drove me, that was worth investing in and made the challenge fascinating. Now it seems like everything just grows/develops at a similar tempo no matter what I do. Like I said in "health" paragraph - it was great for the strategy, that with time it became more and more important to have that resource, that holy city as bonuses were accumulating.

- science now is down to pop mostly. How can I influence the science output significantly? OK, it may be "realistic" to say you can never FORCE a nation to suddenly become a source of new ideas and technologies, but this is not a real life sim, it is a strategy game, in which all aspects should be controllable, but always at a cost, ie more science = less food/gold/happiness/tanks whatever. Just let me control it even indirectly.

- corruption - where is it? I haven't investigated this too much, but from what I saw the distance between cities plays no role in the maintenance now. Or in their production effectiveness. If that's true, it is another huge simplification.

- happiness is now empire wide. I read the arguments for it and I don't agree with them. The way I understand it, it simply replaced number of cities maintenance cost as a growth limit (while probably omitting the distance factor) - so it is not NEW, BETTER, it is simplified again. Someone claimed it means you need to use diplomacy and economy to manage the "new" happiness. Ermm... and in civ4 you didn't have to??? (my last BTS game for most of the time I spent a huge portion of my income on acquiring lux resources from other civs as I didn't have them in my territory and I had to be nice to some nasty neighbours). Now supposedly the city specific happiness was a bad thing. Was it? Firstly, there WAS an empire wide happiness factor (war weariness). Secondly, as there WAS (now absent I guess) an empire wide growth limiting factor (maintenance cost+health in general), the city specific happiness was ANOTHER NOW ABSENT factor in the game! It limited a super growth of a specific city (usually the capital) - how many times have I been forced into choose: go for Monarchy and her. rule to let my capital grow packed with warriors OR choose some other more needed tech (or get an extra religion AND not allow an enemy to have a holy city - another now removed strategical factor). So, what replaced it?

- social policies - a lot has been said about them. I just like to add that I always thought there should be two things in the game: a civ's social values AND (as a separate thing) political/government choices. The first should not be a subject of player's free decision, rather reflect his general play - ie if he goes to war early, his society should become "warlike", if he builds cottages etc, they should become merchants. These settings should be very hard to change during gameplay. On the other hand, the political choices should be almost free to choose, just like the civics system worked. Now the policies system seems to be none of the above, just acts like an "extra tech tree" with the only difference being that you will never research all the "policies". Nice idea, but as an addition to "social values" and especially to civics options, otherwise, another strange simplification.

Other things have been mentioned here, especially the GUI problems - I won't repeat the obviously right remarks, but it is kind of ironic the game that was advertised as something that has a great interface is struggling even in this department.

I could go on for some more time I guess, but it is not a point here. Please let me know what I missing, how CIV5 is more complex, demands more non simple good/bad decisions to make.

PS I admit there are some good thing there I found - fe I believe from what I read the new combat is better. But then again, you don't play civ for a good combat, do you? From what I read (but not yet experienced in the game) also the strategic resource system is now more sensible and I like it - in fact I always thought there should be a limit on advanced units number you can have. I have no idea how it is implemented, but that can be tuned later on - it is a good change. One of the few I noticed, sadly.


Some of your arguments are legit like the lack of religion...which was a minor disappointment for me. But lots of them are just stupid gripes...such as...

Cottages...cottages are a waste of time in the CIV5 engine. It's much easier to make gold so there's no real point to cottages or towns because it would just simply be overpowered even if you did pillage the cottages as it's no longer a viable strategy.

Science...well realism sometimes equals balance. I do have some minor gripes in Singleplayer but I HATED the cities with lots of production that simply dominated the tech race just because they can focus on research in multiplayer. It's stupid and overpowered just because they landed a lucky spot in the first couple turn. But I kinda don't like how long it takes to research tech but who cares... I got used to it in my third session.

Health...I think it's been properly replaced by starvation. I personally thought it was horrible because of the fact that one factory would cause a total health crisis even though in real life, that stuff rarely happens.

Not having to connect a resource...because CIV5 is more fast paced in the late game and tending to your cities is enough work. True, you can put workers in automation like me but it still wastes turns. Realism sometimes equals balance but sometimes, it's a pain in the butt. Besides, connecting cities cross continents would be an even bigger pain as land units can cross with ease yet naval units need to be created separately.

Espionage...I never really found a point to espionage because of the simple fact that other than causing chaos and diverting little attention, it had no strategic value other than in VERY late game when everybody's scrambling for the space race.

Yes...there is a level of strategy in CIV4s tiles but it could be unrealistically overpowered late game which makes everybody sad. CIV5 has a smoother balance which allows all Civilizations to grow equally more or less...now it depends on who is the better strategists in battles and what units/tech you choose to invest in, which is the definition of the most classic strategy game, Chess. Everybody is equal, it just matters how you use your units that decides if your good or bad.

Happiness was a pain in my butt for so long in CIV4. Keeping my citizens happy was like a chore but now it's well balanced and I never had an unhappy riot. After all, keeping your citizens happy isn't what this game is about, it's about tending to your empire as a whole and an empire wide happiness really makes it easier.

Social Policies...I personally hated them at first but when you have access to lots of them, it's awesomely epic. The idea you're proposing is that you don't have a choice to choose. Technically, you don't. If you're a militaristic empire that kills other empires a lot, you'll most likely go for those that benefits your conquest. If you don't it's your loss and you have just wasted a policy point.

But others like rationalism can be benefited for nearly ALL civilizations that want to achieve victory as it helps technology, which is needed for every victory out there.
 
Well exactly. It doesn't. That's my point.

It does however make sense to bulldoze a trading post if you need more farms.

Hence why Civ 5 rules.



As opposed to the alternative in Civ 4 of clicking - / + on a slider?

Okay this makes no sense to me. What I'm reading from you is that Civ 5 rules on this issue because trading posts are so worthless that they can be bulldozed for farms.
:crazyeye:

I'm sorry but it is far more interesting if you have a absolute need for a farm later in the game that you need to sacrifice a town. I've done it in civ 4, it doesn't happen often but then again, I don't town spam because I know I might need to change the improvement later.

It's funny, you know what this is sounding like right? This isn't even my beef with the game (because I don't think it's true) but this conversation looks like your arguing for "dumbing" down the game.
 
I've personally started to form some ideas about synergy between social policies, wonders and such, that get me excited about the possibilities, and I'm sure when the better players than myself start to explore them some awesome new paradigms are sure to form out of them that have letter abbreviations on this forum that newbies will be asking about for years. I can imagine at some point in the future some of these social policies and wonders will be parts of some really cool and interesting combos and strategies and tactics that are not immediately obvious yet. Hindsight of all the strategies of Civ 4 is 20/20.

I very much agree with this.
 
It's funny, you know what this is sounding like right? This isn't even my beef with the game (because I don't think it's true) but this conversation looks like your arguing for "dumbing" down the game.

It very much depends on your definition of dumbing down. There's various things that hae been changed in this game that on paper appear to be a 'dumbing down' which are anything but IMO. Global happiness and removal of sliders being the primary ones.

My point is that removing towns facilitates the removal of sliders, and with the removal of sliders bad planning can OBLITERATE your economy and completely screw you. Where in Civ 4 you could just click - on the slider once or twice and suffer a turn or two extra to research techs.

So you've got deeper and more strategic 'smartened up' element that's come from the REMOVAL of two other features. And some people only see the literal 'removal' without considering the multiple knock on effects those have, and what extra strategy is born in other unrelated parts of the game due to those changes, and so don't appreciate or don't see the new depth.
 
Okay this makes no sense to me. What I'm reading from you is that Civ 5 rules on this issue because trading posts are so worthless that they can be bulldozed for farms.
:crazyeye:

I'm sorry but it is far more interesting if you have a absolute need for a farm later in the game that you need to sacrifice a town. I've done it in civ 4, it doesn't happen often but then again, I don't town spam because I know I might need to change the improvement later.

It's funny, you know what this is sounding like right? This isn't even my beef with the game (because I don't think it's true) but this conversation looks like your arguing for "dumbing" down the game.
Dumb requires no attention right?
So, drop a cottage and you're done. Also, Roads everywhere please!

Not dumb would require the player to make decisions. As towns were no real decision (only if you were too stupid to count your food output in the beginning of the game would you need to change them), towns are the dumber of the two.

That said, i do agree with the Op on some gut level. Something is off. I am playing king on my second game, and I won, but reaching Monarch in Civ IV took me 2 or 3 months. I love the fact that the AI kills other AIs though. Didn't see that very often in Civ IV. dittionally, I had cities taken away from me, which I had to take back. The wars are fun!
 
It very much depends on your definition of dumbing down. There's various things that hae been changed in this game that on paper appear to be a 'dumbing down' which are anything but IMO. Global happiness and removal of sliders being the primary ones.

My point is that removing towns facilitates the removal of sliders, and with the removal of sliders bad planning can OBLITERATE your economy and completely screw you. Where in Civ 4 you could just click - on the slider once or twice and suffer a turn or two extra to research techs.

So you've got deeper and more strategic 'smartened up' element that's come from the REMOVAL of two other features. And some people only see the literal 'removal' without considering the multiple knock on effects those have, and what extra strategy is born in other unrelated parts of the game due to those changes, and so don't appreciate or don't see the new depth.

I like the removal of sliders. I also like that happiness is now handled globally. Don't have a problem with either of those. I never considered those to be issues of "Dumbing" down.

Lack of cottages on the other hand appears to be a real case of "Dumbing" down because it takes hard decisions and strategy away from the player.

Dumb requires no attention right?
So, drop a cottage and you're done. Also, Roads everywhere please!

Not dumb would require the player to make decisions. As towns were no real decision (only if you were too stupid to count your food output in the beginning of the game would you need to change them), towns are the dumber of the two.

That said, i do agree with the Op on some gut level. Something is off. I am playing king on my second game, and I won, but reaching Monarch in Civ IV took me 2 or 3 months. I love the fact that the AI kills other AIs though. Didn't see that very often in Civ IV. dittionally, I had cities taken away from me, which I had to take back. The wars are fun!

I'm glad they made roads cost money now, very excellent addition to the game. They should have included cottages though. Not sure I get your reasoning on why towns are the dumber of the two? With your reasoning, trading posts and towns are equal when they are not. Your still going to figure out what your food production needs to be and your going to build the amount of trading posts and farms that you need. There is no difference in the need to change improvements between Civ 5 and Civ 4.

There are two reasons why towns are better:

1) If you had to re-work a town for whatever crazy reason it would be a tough choice, also maybe you can afford to do it. That's the choice, can you or can't you afford to do it and you have to weigh the upside or downside.

2) The most important reason is it makes the improvement valuable to you and a strategic tile to pillage while at war. It means you got to protect your towns and pillaging the enemies towns is so much more rewarding. It was the only thing in Civ 4 that brought armies into the field instead of sitting in cities. Isn't that exactly what Civ 5 is trying to do, bring battles into the field?

I agree with you regarding warfare in civ 5, I've enjoyed it.
 
I like the removal of sliders. I also like that happiness is now handled globally. Don't have a problem with either of those. I never considered those to be issues of "Dumbing" down.

Lack of cottages on the other hand appears to be a real case of "Dumbing" down because it takes hard decisions and strategy away from the player.

You seem to be completely missing my crucial point though. They couldn't remove the sliders yet leave such a restrictive improvement in like the town. Having no slider means you need extra flexibility in changing improvements to continue to tailor your civ's economy as you progress through the game, without being stuck with an improvement that needs 40 or so turns before it's fully operational every time you build one.
 
I don't like the empire-wide happy-cap. In IV, you could trade off expansion against your science rate. That was one of the key balances -- should I accept a lower tech rate to claim more land? That tension is now gone. You expand to your happy cap, because there's no opportunity cost -- in fact that's how you maximize your science -- and then you stop, because you have no other option.

Oh, but there is an opportunity cost, just not in science anymore. Golden ages, and, depending on how you are playing, culture.

Science is just different in this game, mainly because you can't trade it anymore. Nobody mentions this, and I think it is because it was a good thing to take away.

Civ 5 is a great game. hexes, 1upt(should be improved a little bit), city states, embarking, look at all of this good stuff.

The only things i really miss is religion, because it spices things up, and map trading/autodiscover, which I couldn't find at all in the game.
 
Civ V great???
... because I just love being DOW'd on turn 20 as I'm finishing SCOUT > WORKER.
... scraping the coffers to come up with 2 more WARRIORs
... having my 3x WARRIORs, 1x SCOUT, and 1x WORKER
... steamrolled by 3x CHARIOTs, 4x WARRIORs, and 1x SCOUT on turn 28
... followed by a SWORDSMAN coming over the hill from 'the fog'. (insert spooky music)
Civ V ... great?
... not yet, needs some tweaks. 8)
 
I like the removal of sliders. I also like that happiness is now handled globally. Don't have a problem with either of those. I never considered those to be issues of "Dumbing" down.

Lack of cottages on the other hand appears to be a real case of "Dumbing" down because it takes hard decisions and strategy away from the player.

Spamming cottages just about everywhere you can on resourceless spots isn't really hard decision making or coming up with a lot of strategy... You really need to think way more what improvements to build with maintenance biting you in the ass so much.

To maintain a large population (and thus science), you need a lot of food and happiness.
To maintain enough happiness, you need to pay a lot of maintenace for the buildings.
To make enough money to cover the maintenance, you need to work trading posts instead of farms.

And this goes on forever.

In Civilization IV, all you needed was one or two food resources worked, have a bit of production and just spam cottages. There isn't much strategy or decision making involved here.
 
Spamming cottages just about everywhere you can on resourceless spots isn't really hard decision making or coming up with a lot of strategy... You really need to think way more what improvements to build with maintenance biting you in the ass so much.

To maintain a large population (and thus science), you need a lot of food and happiness.
In Civilization IV, all you needed was ... food resources worked, ...

To maintain enough happiness, you need to pay a lot of maintenace for the buildings.
In Civilization IV, all you needed was ... a bit of production ...


To make enough money to cover the maintenance, you need to work trading posts instead of farms.
In Civilization IV, all you needed was ... just spam cottages. ...

And this goes on forever.
... There isn't much strategy or decision making involved here.

Spooky ... that is.
 
Thsi point may be down to me not having a full game.

Or possibly the whole post is because you haven't played the whole game? :p
I was a lot more pessimistic about the game on my first 1-2 playthroughs, but after getting into it, it is overall a very strong game, even if it doesn't have the polish of BTS, which had 4+ years of sheer development put into it. It's a fun Civ game that has quircks that I'm sure will be fixed soon. It's by no means a disappointment, though, and calling it rushed is incorrect. That's not to say there are some bizarre omissions here (the lack of movement trails for units you have traveling multi-turn distances being a glaring one), but there's also a lot of changes that are a vast improvement over CivIV (combat, the notification system).

The thing is, while change is obviously not fundamentally wrong, are the changes and omissions really good? Have the removed options been replaced with anything? Is it better than civ4?
You're likely talking about health and religion here. The concept of the city having a value that has the potential to impact its growth specifically is something I would agree should have continued from CivIV, if only having health instead of both health and happiness. I like empire-wide happiness, it's s good concept, but I think completely stripping city management is not so great: it really devalues city placement. No longer do you have to be concerned about settling near too many jungles or cutting down too many trees (the food/hammer bonus in Civ5 just isn't compelling enough, compared to the 20 hammers anymore, early on).

I know their philosophy was to reduce micromanagement, but with it completely gone cities just aren't special or deserve any attention anymore: it's all big picture, and I personally don't care for that, although sometimes I do like to just put things on autopilot during wartime. The issue here is that adding too much micromanagement because extremely tedious and strips all sense of fun: the game becomes a simulation, not a 4x. I think CivIV was too much of the former and CiV is too much of the later, we need a balance. Adding city health back would be a great way to do this: keep happiness empire wide.

Cottages. What was wrong with them? IMO it was one of the most inventive additions to the game since civ1
I like trading posts better (they don't clear forests or jungles, like cottages do). They also don't work with the gold system: having a town that gives 8 gold is unbalanced: gold is meant to be harder to get in this game. Remember that a town actually gave a large amount of commerce, which was then funneled into research, gold, and culture (and espionage later). Now it's just gold. I'd say culture was much more inventive than cottages: although they did have a nice long-term benefit. Every other improvement has always been immediate, improved later by techs.

religion - again, added a lot of options, a lot of choices, like building temples in cities that wouldn't otherwise need them at the time, to help another city's culture by allowing a cathedral
I'm sure they'll add it in some form in some expansion pack: it's been reborn in the piety social policy tree, which I find very useful (if you're willing to sacrifice the science benefits of rationalism). Sure I'll miss raking in gold from spreading my religion, but I think this is where the role of city-states come in: they added an element for you to micromanage with. They could have added religion, corporations, on top of city-states, but that is a lot of concepts for someone new to the game to pick up. That's why corporations were added later in an expansion: by that point people were familiar with the base game and were able to handle more elements throw in the mix. Is it not possible for you to enjoy the elements that are in the game, without pining for things that aren't there?

not having to connect a resource to the city to be able to use it? Really? I haven't played that much but does it mean that if I build a city 15 hexes away from any settlement with no road and sea access, it will be able to use all of my strategic resources? And if that city has a strat. resource, I can use it on another continent? Thsi point may be down to me not having a full game.
Or how about in CivIV, when you had a resource on a one-tile pennisula that was blocked by a mountain: it happened to me once and it annoyed the hell out of me. It was in my cultural borders and I would never be able to access it, since I couldn't connect it by road to any city. Because roads costs 1GPT now, it would be prohibitively expensive to connect all resources with roads: they did this to remove the road spaghetti that has been so prevalent in the last two civ games I played: it looks ugly and doesn't look very realistic either. If it's in your borders, and you've built the improvement that connects the resource, then it's yours. What's so wrong with that? Maybe it helps if you imagine that roads are actually major roads, like highways, and smaller roads are invisible in the game, but still connect your cities together :).

espionage - I never liked it in civ4, I thought it was a rushed and simplified addition but it was there as an option, as a strategy choice. It needed improving not removing. What is there in civ5 instead? As I said, I do not know civ5 extremely well so maybe I miss something there.
It was a nuisance in CivIV, and it was interesting, but kinda pointless, in CivIII. I don't think they've ever gotten it quite right, and I wouldn't care if it never got implemented again: it usually involves way too much micromanagement. Man this is long...I don't know if I have the stamina to respond to everything :lol:

generally, I have a feeling that almost everything was tuned down to have less influence
Yes, individual resources aren't quite as powerful as in CivIV, but there's quite a few more on the map than before: it's not unusual to have 4-5 resources in your cities workable tiles. If that situation occurred in CivIV, you would have a massive, powerhouse city. It seems more balanced now, so that civ's that start in crappier locations (read: the never ending tundra of hell) won't be at a permanent disadvantage. It was never fair to start in the middle of the desert, but now you can actually build farms there now (it's not realistic, but it's a hell of a lot more fun).

science now is down to pop mostly. How can I influence the science output significantly? OK, it may be "realistic" to say you can never FORCE a nation to suddenly become a source of new ideas and technologies, but this is not a real life sim, it is a strategy game, in which all aspects should be controllable, but always at a cost, ie more science = less food/gold/happiness/tanks whatever. Just let me control it even indirectly.
I think you need to play the game more on this point: you can control it nearly as much as before, there's just no more artificial sliders that force you to choose between gold or science (or culture). If you want a city to be more focused on science: build a library there. It's a 50% increase, so is a university. Also, you can direct Great Scientists to build their academy improvement on one of that city's tiles: 5 more beakers there. The sliders were goofy and I don't miss them at all, they were very lazy too (which no one ever seems to mention). Now, when you want to focus on gold, you actually have to put some effort into: build improvements, focus on gold buildings, disband unnecessary units. Before, you could just ratchet down the research slider. Kinda dumb.
corruption - where is it? I haven't investigated this too much, but from what I saw the distance between cities plays no role in the maintenance now. Or in their production effectiveness. If that's true, it is another huge simplification.
I'm actually a bit torn on this one: I hated corruption in CivIII (lost food and production as well), but it was handled well in CivIV. This was an unnecessary simplification, but adding it back in to CivV would require completely rebalancing gold in general, something I doubt they'd be willing to do. They should have never removed it in the first place: cities that are farther away from the capital should be expected to be prone to acts of corruption: its a realistic flavor with interesting gameplay impact. To be fair though, in CivIV it was completely moot once you had state property: the maintenance for number of cities was laughably low. Rolling all this into happiness: pretty extreme.

happiness is now empire wide...
Less micromanagement: there were two city-specific numbers you had to be careful about in CivIV: health and happiness. Like I said above, removing one was OK, so I like empire-wide happiness, but having both disappear doesn't work well (explained above). The only problem I have with empire happiness is that it rolls city happiness, health, AND corruption into one number. Removing corruption is just ridiculous: it doesn't require much micromanagement. You know which cities are far away from the capital: build a courthouse and move on...

social policies - a lot has been said about them. I just like to add that I always thought there should be two things in the game: a civ's social values AND (as a separate thing) political/government choices. The first should not be a subject of player's free decision, rather reflect his general play
Disagree with you: I don't like anything that takes away a player's choice: that's just the wrong way to approach game development. Civ is always about making choices, and having those choices that YOU made impact the world around you. I don't disagree with having social values and government as two separate things: it's an interesting idea that wasn't implemented, but I wouldn't hold it against the developers. Social policies are already quite extensive, with all sorts of choices to make. Having an additional system might be a bit too much for the vanilla release.

One that that has disappointed me has been the level of difficulty: I use to be able to play chieftain with some element of challenge (and having to make tough choices at times). The way empire happiness is set, plus the AI being rather poor at combat (they seem to rarely garrison units in their cites) means I'm going to have to go up 2-3 difficulty settings to get the same experience I had in CivIV. I couldn't imagine gamers who were playing at Immortal in CivIV: maybe the AI (hopefully) ratchets up dramatically at a certain point. They're speedbumps on my path to world domination on chieftain. :sad:

Edit: I was waiting for the forum system to tell me to stop typing...apparently there's no character limit here? :lol:
 
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