Ravellion said:
Apples and oranges. A Civ5 civ is actually unique. There were 8 traits or so in civ4, and a new civ would simply be a combination of two traits that wasn't done yet. The leaders weren't voiced, the art was les spectacular, and not full screen. The UUs and UBs were generally underwhelming, most with just a few more str or promotions. Nothing as unique as the Slinger or the Keshik.
In Civ4 I always played random leader. I don't do that anymore, simply because of the the uniqueness of each civ - a game with polynesia is very different from a game with the Inca.
So, apart from a few years of inflation, the argument that BTS was cheaper per civ is a rather silly one to me. Will you next start complaining that your car in the early 80s was better because it was cheaper and still had 4 wheels and seats? Conveniently forgetting the GPS, airbags, power steering, ABS, central locking, electric windows etc. that is pretty much standard in cars nowadays?
I see your point about Civ 5 civs vs Civ 4 civs, Ravellion, but Civ 5 civ traits are inherently limited despite their uniqueness, and this actually (in my opinion) makes Civ 5 civs less satisfying to play with than Civ 4 civs, which makes the DLC model of Civ 5 stink even more in my perspective.
Consider England and the Ottomans, whose bonuses are intended for water maps, and who don't have anything to compensate on water-less maps.
You might say, "So what? Don't choose them! And Civ 4 has the same issue," but then you'd get this rebuttal: 1) What if I got the leader randomly, and am not happy with getting Elizabeth on a land-only map, despite the awesome longbowman 2) Civ 4 doesn't quite have the same issue, because of leader traits which work on land and sea, despite the naval UUs obviously having limited use.
Don't even get me started on how quickly units in Civ 5 get obsolete. Civ 4's more complex, intricate and deep tech tree made it so that units didn't get obsolete as quickly, Civ 5, many patches in, still has huge issues with its tech tree and unit obsoletion (not to mention diplomacy or AI in general).
To return to the topic of this thread full-on,
the Civ 5 DLC model is inherently less satisfying than Civ 4's expack model, not just because it costs more, but because Civ 5 civs, for all their different traits, units and buildings, are limited in their uniqueness. If I play Japan in Civ 5 I can go cultural, but I get few if any bonuses for approaching it that way. In Civ 4 at least, I had a UB that could be used for various things beyond military. Likewise for Germany. If I choose Germany in Civ 5, my bonuses are ALL military-related, so I must needs use my military bonuses, and Domination victory looks like my best bet (or the UN, killing other players gives me gold I can then bribe the world with). In Civ 4, on the other hand, I can choose Frederick, whose Philosophical trait actually rewards approaching the game beyond the sword. The Panzer unique unit I will want to use, but I have more options when choosing Frederick in Civ 4 than I do choosing "Bismarck of Germany" in Civ 5. I think the inherent limitations of Civ 5 civs may be one reason why 2K/Firaxis is releasing scenarios with each DLC package--to allay fans who will get tired of simply having another (prettily decorated but limited) AI to play against. If 2K/Firaxis addressed the diplomacy, AI (i.e. make it so they aren't all just warmongerers like they are now postpatch) and made civs less limited strategically as far as bonuses go, I think I'd be willing to pay the current standard rate for DLC civs.