Immersion for me as pertains to Civ is gameplay depth and attention to detail. It enables me to play countless games and not really feel like I have had one quite like it before. The current version of Civ has less gameplay depth and less attention was paid to detail. I can only compare it to what I know.
Fair enough, but be careful because gameplay depth is an objective measaure, while the perceived feeling you reference is not.
It's been a while since I have been let down by the immersion of the Civ V. I now am grinding out the achievements so I am in a different style of gameplay than my historical Civ style of play.
Achievements are a special can of worms in gaming. They've done a lot on both sides of it...let's leave this one neutral; one can always choose to ignore them.
Off the top of my head:
The tile enhancements are too simple and gamey. Loss of immersion. Can I elaborate? Yes. There are fewer enhancements and they feel contrived to me. In the predecessor it felt like enhancements were diverse and attempted to model civilization to a game. Windmills are tile enhancements not buildings. Loss of immersion. I know they were built in cities too, but in Texas, they are tile enhancements.
Farm: Both games
Cottage: IV
Trading post: V
Mine: Both
Lumber mill: Both
Special resource improvements: Both
Windmill: IV
Workshop: IV
Watermill: IV
Indeed, while the early games options are very similar (IV's windmills/watermills/workshops sucked beyond belief early game), you have a point here. I might be forgetting one or two for V but even so. This isn't historical immersion, but it's still immersion (you are distinctively losing the option to prioritize certain techs to make emphasis on tile improvements viable). +1 to the less-immersive argument.
Buildings are one dimensional (15% this or +2 F). Loss of immersion. A lot of detail was ripped out of the previous version. Like a forge did a couple of things.
I cut a lot of this wall of text. Buildings are more immersive in V than IV at competitive levels, simply put. Why? Because you have more factors to consider when building one. Over-investment in buildings was one of THE greatest rookie/midlevel player mistakes in civ IV. Wait...an empire building game that punishes buildings? Yeah, and they were consistently behind options, save for a few "obvious" ones that went in every city. In civ IV it was *usually* the case that a market wasn't worth it compared to building wealth X_X. In V you have the consideration of ROI against other options along with maintenance cost. Despite what you say, ultimate functionality of buildings has been very similar in every game in the series when it comes to tradeoffs.
Land resources (notwithstanding marble) all become active at the same time and are improved via one enhancement. Loss of immersion. Plantation for +5 smiles please. The previous version of the game had some diversity in where to get giggles. I fully expected more of that kind of attention to detail. I don't see any of that kind of attention to detail in this version. It is stripped out.
Now hold on a minute here:
Civ IV happy resources: Plantation, mine, camp, fishing boat (one resource) winery (one resource).
Civ V happy resources: Plantation, mine, camp, fishing boats (two resources).
Winery got lumped in with calendar while a new resource was added to coastal waters, where there had been none (whales were always ocean). I don't think you can make a strong case here...it's largely the same!

is a different mechanic though, and sources of it are quite diverse...coming from resources, buildings, social policies. That is very very similar to IV, so you can't logically call this out for immersion.
Trading posts give +1 science because a social policy said so. Loss of immersion. I started a thread on this.
Hah. As if cottages didn't employ a similar gimmick. Farms too and other tile improvements, too. And jebus, V is miles ahead of titles before IV.
The tech tree feels constricted and narrow (compared to Civ IV). Loss of immersion. It doesn't feel as grand to me. It feels like there's a bottleneck right when I am coming into a period of great growth for my civilization. My cities are getting larger, I am secure in my borders and the only thing my people can think to research is Military Science?
It depends heavily on the path you choose - for example I've never been bottle-necked on MS. V allows for some DEEP beelines...even deeper than IV...and has much less reliance on gamey tech trade abuse (and luck on whether such is possible).
Researching penicillin. Loss of immersion. It's a discovery during the advent of pharmaceuticals. Give it a less hokey name.
You can do better than this. Every civ tree I've seen has crud like that. It's more of an immersion status quo, like a lot of your complaints actually.
Units obsoleted before I can build them. Loss of immersion. I stole that one from your Polycast. That is more game balance but it contributes to the awkward feel of the game.
Once again, immersion status quo. I think you'll realize that I've had problems with that "feature" since civ IV, unless playing on slow speeds. Pacing is off in V and it's been off for a while on standard speeds.
Victory screen. Loss of immersion, rage at how incomplete the game is. Serious kick in the balls. I played a five hour long Click Nextfest and all I get is this lousy screen?
Well, it's status quo more than you think, but I will definitely give it a +1. Actually, for any time I said "status quo" above, give it a +1. Mistakes from 5+ years ago should not be repeated constantly. Their lack of caring about known problems in favor of attention to graphics and other less-gameplay-relevant priorities is one of my greatest sources of frustration and I will not give them a pass for it. While this has been a consistent problem in the series, it doesn't make it "ok" now. While I stand by my statement that this game is not less immersive than other titles, it is still underwhelming.
Only two types of crops. Loss of immersion. That's in my trading posts thread.
You miss the extra bonus tile that badly, huh.
Regions of the earth less distinguishable than previous Civ version. Loss of immersion. I don't know about this one. But the maps all feel similar. This is definitely a feeling. I haven't seen a jungle in Civ V. I've seen jungle tiles. But no jungles. It just seems ignorant to me.
Graphics are the least of our concern. I will not accept graphics arguments. Their prioritization of pretty looks over gameplay is one of the greatest sources of immersion loss IMO. I will not accept arguments that things that actively kill it should be emphasized.
Ivory spawning near tundra. Loss of immersion. I've seen this. I wish I knew how to do screen caps. But resources seem to spawn randomly. It doesn't feel like the designers knew where to spawn stuff. Except for oil. That seems to spawn in the right places. Maybe they have to have resources spawn everywhere because happiness is so restricting now.
Or for balance reasons, although elephants can make it pretty far north in Asia actually.
There are many, many little things which just point at how little thought was given to the actually world and taking your civilization through time. It's as if they just thought "Oh that's a given. We got that." The intro at the beginning of game "Can you take your civ through time?" The game doesn't live up to the reputation that the series built.
"You're just now realizing this?". Certainly, you're not going to argue IV is better. Maybe III.
Let's take for example land smile resources. They all do the same thing. That is a loss of immersion because it is too simple for me. I don't need it to be dead on accurate where silk provides the exact amount of smiles as happened in ancient China. I just need some GD variability. Everything plantation. It is oversimplified to the point of distraction or loss of immersion.
There is such a thing as going too far in the other direction. If gameplay balance gets thrown too far off-kilter, any other efforts towards immersion die instantly. Indeed, this is ALREADY a fundamental problem in IV/V - war + big empires are simply too strong compared to alternatives.
Don't get me wrong. I never understood what everything did in the previous version. I would hover over a granary and see 50% this and +1 that if you have wheat. And I would think "Oh I have wheat, I will build it." And it made sense because granaries are where grain is stored. I wasn't trying for a way to optimize my GP production. I didn't need a dumbed down game so I could optimize my GP production. I needed a game that had depth and a certain amount of historical and geographical detail that is missing in this game.
Ouch. It's painful reading this. You *do* realize that granaries were priority #1 in every city that didn't need a border pop for a key tile, and priority #2 in those that did, right? They were the #1 economic building in the game, bar none. If you want to talked dumbed down, don't cite a "build this everywhere without exception" example.
I don't do that at all now. I am basically just waiting for the game to end now. Sure I check - colliseum, check; Circus, no horse darn, market, check; bank, check; stock exchange won't finish, check. This is a stripped down civ. Civ Barebones.
? You used to check for buildings, now you don't? How is that objective or even reasonable?
There are other things too I guess, but you wanted some examples so that is them for now. It is a reduction of depth in buildings, resources, enhancements. Everything "turning on" at calendar is just hokey. At least in Civ IV they had some variability with different timings and those timings tried to get tied to how mankind civilized the world.
I applaud your efforts. You have a lot of flawed understandings on mechanics in both games, but your inputs are still worthwhile in a thread like this and you raise legit concerns. I'm not sure you can topple my argument that V no less immersive than other titles in the series, but you certainly have called attention to YET MORE issues with this game that I've not considered.