Thanks for all the responses, I haven't read all of them in detail, but surely some interesting points were made. Still they haven't convinced me. Some thoughts:
I spent more than 10 hours on the game. Additionally, I didn't only play the game, I rather tried to experiment on how the basic mechanism work - for which you don't need to have played 5 full games if you are an experienced civ player. I spent an equally long time at reading the discussions here, reading ABOUT the game etc. I understand that I wasn't able to get to know the game as well as some of you did, but I think I am entitled to comment on it. Also "you have nor right to comment" is not a valid argument IMO, I would rather expect "what you say about how game works is not true (cause you haven't played it enough) so your arguments are wrong".
Of course I know it is not a addition to civ4 BTS but a new game. But it is not a wholly new game, it is something that is expected to base of Civ tradition and basic set of ideas (ie the growth of a city is based on food IT produces, not the empire produces or not on anything else). So every thing that previous games successfully used and especially everything that was in the series since the beginning may and that is not present in civ5 may be considered as removed. If great people are here, it means at some stage the developers sat down and said: we leave this out, we take this feature in. That's why it is normal me and others treat religions or cottages as "removed" features. So the fact that technically nothing in this game can be treated as removed does not make your points valid.
Of course I know the game is new and it is not fair to compare it to fully developed BTS. But I thought I concentrated on basic stuff there, the things that are very unlikely to change in the future (just like they didn't change the health general concept in C4). I don't think I posted anything about the fact that some things are unbalanced (and so many are, like maritime states being far too helpful compared to thers) or bugged.
Now, more specifically:
Most posts, even my favourite one from Svest, seem to have one thing in common: to criticise the way some features worked in CIV4 or previous games, while not concentrating on why a certain option was not improved and rather left out. Also, I learned only a bit on how the new approach is supposed to be better, more complex than the old one; I know little about how civ5 is more complex, how player's decisions mean more etc. Let's take cottages for example. The argument that they were too strong is not a valid one - neither I nor anyone else said we wanted a super improvement to be left in the game - I just miss the great idea of an improvement that would grow over time (when used by the city! a choice: I'd rather use something else now but if THIS ONE grows it may be very useful in the future - so what do I do? Where are these small but important decisions in CIV5?). This was a great idea and as someone pointed out, a fully grown town was often an important strategic point worth defending - it is part of the fun of the game that you create things like that. So the argument that towns were too powerful and they even gave a hammer in the late game is completely irrelevant - this flaw didn't come with the idea of a cottage (or potential addition of a self expanding farm or something else similar I lack creativity to think of) but a concept of a civic that introduced it.
The same goes for religions - most people say they were just something that was ruining AI diplomatic decisions. Well, (1) so just make religions less influential for AI's policies, (2) it is a simplification which omits the most of the role religions played in the game. In general: I want more choices that influence the gameplay, more options of which I will never be able to choose all. I think that the civ4 system of accumulated bonuses was simply great. You want organized religion to have a full effect/your shrine to be a source of more income? Create 3 missionaries at the cost of 2 libraries or 3 swordsmen. I just loved how all these aspects interacted with eachother (spreading religion to another civ required OB with them etc). I somehow do not see it in CIV5. And this is a problem - I haven't been able to find answers on what new options were added to make up for the loss of those.
Another good example:
"Health was boring IMO. It was just a secondary identical to happiness city growth limiter that just required a secondary different set of buildings to improve. Now we have happiness (and food) as the primary limiters and happiness has been made much more engaging to make up for the loss of health."
Now, that is the point! They were not identical, they played different roles and also you had to acquire different set of resources to improve the health and happiness! That's why having BOTH of these factors was adding new dimension to the game! I'll ask again - what is the equivalent of this in civ5? An empire wide happiness?
So let's talk about this. For starters, and I am not insisting I am right - this is just an opinion, it is completely silly for the happiness to have just 3 "steps" (yes, I know that in fact there are more of them, as extra happiness adds to golden ages, but it is not in the core of the concept). I mean, one happy face up and everything in the entire empire is going well, one happy face less (ie one city grew by 1 citizen) and suddenly all cities almost stop growing. IMO it is simply far too simple. The city specific happiness was a lot more subtle. As many others mentioned before, current system seems to lower the importance of a single city management. I don't see a any reason - apart from a will or need to simplify everything - not to leave a city specific happiness in the game AND add strong empire wide modifiers to it, if the developers wanted to make happiness a general limit of growth. The old system was simple, yet not easy to control if you played on your level of difficulty, Now the examples Svest gave, like "let that city grow not the other" show you need to take artificial actions to stop unhappiness.
One thing I asked about and possible hasn't been answered here - the distance from capital and effectiveness/corruption - I think they intended to "hide it" in the roads maintenance cost. Not the best way to do it, but still will generally work. For upgrades, I would imagine the cost to vary depending on the distance from he capital or the road being in city radius/outside of it.
So, generally, my gameplay experience so far is that this game is the most boring of all civs I played (mind you I enjoyed hundreds of hours spent playing Europa Universalis!), things just seem to be happening, my choices seem to make a very little difference etc. Let's hope it improves over time (either me or the game
).
BTW, what I like about civ5 so far:
- combat and all that - it is new, I still haven't decided if better, but a change that is fully acceptable (some will like it, some not, but it was done with a lot of thought and invention)
- road maintenance idea
- the limit of units based on resources you posses (in fact, I always wanted something like this in the game, with a choice to spend resources on industry/health or maybe army).
I spent more than 10 hours on the game. Additionally, I didn't only play the game, I rather tried to experiment on how the basic mechanism work - for which you don't need to have played 5 full games if you are an experienced civ player. I spent an equally long time at reading the discussions here, reading ABOUT the game etc. I understand that I wasn't able to get to know the game as well as some of you did, but I think I am entitled to comment on it. Also "you have nor right to comment" is not a valid argument IMO, I would rather expect "what you say about how game works is not true (cause you haven't played it enough) so your arguments are wrong".
Of course I know it is not a addition to civ4 BTS but a new game. But it is not a wholly new game, it is something that is expected to base of Civ tradition and basic set of ideas (ie the growth of a city is based on food IT produces, not the empire produces or not on anything else). So every thing that previous games successfully used and especially everything that was in the series since the beginning may and that is not present in civ5 may be considered as removed. If great people are here, it means at some stage the developers sat down and said: we leave this out, we take this feature in. That's why it is normal me and others treat religions or cottages as "removed" features. So the fact that technically nothing in this game can be treated as removed does not make your points valid.
Of course I know the game is new and it is not fair to compare it to fully developed BTS. But I thought I concentrated on basic stuff there, the things that are very unlikely to change in the future (just like they didn't change the health general concept in C4). I don't think I posted anything about the fact that some things are unbalanced (and so many are, like maritime states being far too helpful compared to thers) or bugged.
Now, more specifically:
Most posts, even my favourite one from Svest, seem to have one thing in common: to criticise the way some features worked in CIV4 or previous games, while not concentrating on why a certain option was not improved and rather left out. Also, I learned only a bit on how the new approach is supposed to be better, more complex than the old one; I know little about how civ5 is more complex, how player's decisions mean more etc. Let's take cottages for example. The argument that they were too strong is not a valid one - neither I nor anyone else said we wanted a super improvement to be left in the game - I just miss the great idea of an improvement that would grow over time (when used by the city! a choice: I'd rather use something else now but if THIS ONE grows it may be very useful in the future - so what do I do? Where are these small but important decisions in CIV5?). This was a great idea and as someone pointed out, a fully grown town was often an important strategic point worth defending - it is part of the fun of the game that you create things like that. So the argument that towns were too powerful and they even gave a hammer in the late game is completely irrelevant - this flaw didn't come with the idea of a cottage (or potential addition of a self expanding farm or something else similar I lack creativity to think of) but a concept of a civic that introduced it.
The same goes for religions - most people say they were just something that was ruining AI diplomatic decisions. Well, (1) so just make religions less influential for AI's policies, (2) it is a simplification which omits the most of the role religions played in the game. In general: I want more choices that influence the gameplay, more options of which I will never be able to choose all. I think that the civ4 system of accumulated bonuses was simply great. You want organized religion to have a full effect/your shrine to be a source of more income? Create 3 missionaries at the cost of 2 libraries or 3 swordsmen. I just loved how all these aspects interacted with eachother (spreading religion to another civ required OB with them etc). I somehow do not see it in CIV5. And this is a problem - I haven't been able to find answers on what new options were added to make up for the loss of those.
Another good example:
"Health was boring IMO. It was just a secondary identical to happiness city growth limiter that just required a secondary different set of buildings to improve. Now we have happiness (and food) as the primary limiters and happiness has been made much more engaging to make up for the loss of health."
Now, that is the point! They were not identical, they played different roles and also you had to acquire different set of resources to improve the health and happiness! That's why having BOTH of these factors was adding new dimension to the game! I'll ask again - what is the equivalent of this in civ5? An empire wide happiness?
So let's talk about this. For starters, and I am not insisting I am right - this is just an opinion, it is completely silly for the happiness to have just 3 "steps" (yes, I know that in fact there are more of them, as extra happiness adds to golden ages, but it is not in the core of the concept). I mean, one happy face up and everything in the entire empire is going well, one happy face less (ie one city grew by 1 citizen) and suddenly all cities almost stop growing. IMO it is simply far too simple. The city specific happiness was a lot more subtle. As many others mentioned before, current system seems to lower the importance of a single city management. I don't see a any reason - apart from a will or need to simplify everything - not to leave a city specific happiness in the game AND add strong empire wide modifiers to it, if the developers wanted to make happiness a general limit of growth. The old system was simple, yet not easy to control if you played on your level of difficulty, Now the examples Svest gave, like "let that city grow not the other" show you need to take artificial actions to stop unhappiness.
One thing I asked about and possible hasn't been answered here - the distance from capital and effectiveness/corruption - I think they intended to "hide it" in the roads maintenance cost. Not the best way to do it, but still will generally work. For upgrades, I would imagine the cost to vary depending on the distance from he capital or the road being in city radius/outside of it.
So, generally, my gameplay experience so far is that this game is the most boring of all civs I played (mind you I enjoyed hundreds of hours spent playing Europa Universalis!), things just seem to be happening, my choices seem to make a very little difference etc. Let's hope it improves over time (either me or the game

BTW, what I like about civ5 so far:
- combat and all that - it is new, I still haven't decided if better, but a change that is fully acceptable (some will like it, some not, but it was done with a lot of thought and invention)
- road maintenance idea
- the limit of units based on resources you posses (in fact, I always wanted something like this in the game, with a choice to spend resources on industry/health or maybe army).