DLC Map Pack

I agree with you on leader screens...to an extent. Visually and audio wise they are definitely better (except when they keep repeating their "Request" sound file as you modify a trade deal...they seriously need a Request 02 sound file added). But diplomacy has a HUGE ways to go, and that cuts the immersion down somewhat. In Civ IV I can engage them in religious, civic and technological trade and discussion, and form actual alliances that last long. In Civ V I cannot.

For the leaders--you forgot to mention Justinian also generates Great Generals faster, gains access to a devastating knight unit, and has a great theater replacement (or was it a colosseum rep. I can't remember). Saladin, on the other hand, got the lame Protective trait and a Camel unit. They felt very different to me, esp. since in IV you tend to get more developed cities and empires. The traits changed the way I played. :)

I think Civ V's UUs and such would feel more unique if they didn't get outdated so quickly--America's minutemen in particular last only a few turns, and Rome's legions are soon turned into longswordsmen. They need to strengthen the tech tree a bit before I really feel the differences, I think. =|
 
The problem with the traits is there was too much overlap. Justinian got faster great generals and settlers, but so did Victoria, Charlemagne, Genghis Khan, Suleiman, Cyrus, Jao II, Julius and Augustus Caesar, and Catherine.

How many Civs can embark and cross oceans on turn one in Civ5?
 
But each civ had different trait combos! :)

Some of Civ 5's UAs are good I agree. Really change the formula.

But Elizabeth's, for example, barely plays out in half the maps, the same is true for Suleiman's. They are simply left with easily outdated units. Longbows may be killer, but they don't really stand a chance against riflemen and cannons unless you have staunch defenses. =|

Also, some UAs are severely hindered. Hiawatha's Great Warpath forests which count as roads only counts forests controlled within your borders, whereas regular roads can be built in unfriendly territory and still count. So it ends up not saving that much money. (Also, it sucks that when you have a tile with iron and forests, you can't build a lumbermill on top of it, as you could in Civ IV).
 
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