Sorry, but I think the choices are there. What civ should I be
There are less civs, and each civ has only one leader.
which policies will I pursue
You only make this decision once per SP unlock, and cannot re-evaluate it.
, what wonders to invest in
There are less interesting and useful wonders in this game.
Since tile yields are less variable, this decision is less important
should I buy a good tile and enjoy the bonus now or wait
Hmm, ties in with previous point, but I guess I'll let you have this one.
, should I invest in these city states, is it worth the money
The potential is there, but the answer is almost always 'Yes'
The number of buildings that provide them is less, and there are no civics like Caste System, or wonders like Statue of Liberty (civ4), angkor wat(civ4) to change that decision
, build a settler or go for a worker
or build any of a large variety of other things. I'd certainly HOPE that was still there. Even then, the number of buildings that strictly require another building mean you have less building options.
, etc. The choices are there, my contention is that they've only made it easier to figure out what your choices are. Therefore it is simpler, not dumber.
Well, let's abandon 'dumber' since it has an obvious negative connotation. Less Complex is really the better way of stating it. And what does 'simpler' mean other than 'less complex?'
Since the argument was the game was dumbed down, I gave an example of things I didn't think were dumbed down at all, this of course was the first example that's why it is included.
Fair enough, but just having an example or two of areas where complexity still exists doesn't mean the rest hasn't been hacked out.
Sorry, but it's a completely different system. In Civ 4 I could cultivate good relations with my neighbor and they would not attack me, even if it would have been to their advantage to do so. Meanwhile, all the good things they'd done for me meant NOTHING if I needed their land, boom i attacked. And if we shared religion, I knew I could make it up easy to them. If someone attacked me and left me with 5 junk cities on islands I would hate them, but because we were both Hindu he's still pleased and willing to trade with me. The AI in Civ V is supposed to be like us, in that I could have coexisted peacefully with Augustus for 1000 years but if I'm getting a tech lead he's going to stop me, good relations or not. Again, if the AI was smart about this it would be a LOT more fun than civ IV. The Idea is good, but the execution is flawed.
Remember, I was responding to this:
It takes a smarter AI to meaningful diplomacy decisions than merely adding up the mods, comparing it to it's scripted personality and computing "I like this person +18, I don't like him -5, I don't declare war if I'm over 10 like, therefore I will not fight this person, I'll just quietly build colosseums as he prepares a death army on my doorstep."
The weights and values are changed, but the underlying concept is not. All they've done is made it so that the AI is weighted more towards war when it is losing to you (or when you build a city, or befriend a city state, or build a mine, or research a tech, or take a deep breath) than it was before. That isn't any harder to program. The hard part in both cases is determining how it goes about achieving its goals, and secondarily is giving it the correct goal.
Actually, I'm comparing social policies to civics, and showing how one is easy for a computer to figure out and the other takes long term planning to be used effectively. It's easier to pick out the most helpful civic for the moment knowing you can just switch in a few turns to another than to thoughtfully pursue policies that further victory. It's a more difficult decision to refrain from investing in Piety now so you can enjoy Rationalism than simply switch to Representation to speed up your research for a while.
This is not true actually. The Civics require the AI to consider them whenever they are able to change them. I would not at all be surprised if the AI's in civ 5 just have set 'SP order paths' where they get them in a certain order independant of game state. Well, or maybe it wiggles about a little depending on certain specific factors. Doing a passable job of that is easy, since they are all beneficial effects. Doing civics that have downsides is a lot harder. At any given time the AI needs to decide between hereditary rule vs representation. Which is better for it?
Actually, it will. If the AI is better at combat, you'd be neglecting defensive structures/improvements at your own peril. If the AI was aggressively pursuing wonders to get more culture you'd have to choose to build wonders as well and risk occasionally missing out or to build units/buildings you're certain would be helpful. The choices would be much more interesting if you feared the consequences more.
So, I think you misunderstand. Look at units, and look at buildings that make units better. In virtually every situation it is not worth building those buildings because they aren't as effective as just having MORE UNITS. Whether or not the AI attacks doesn't change that. I'm not going to suddenly have buildings that provide wider areas of effect (instead of just one of: Culture, happiness, gold, science, xp, production speed, food).
Also, considering that military victories are the easiest kind in this game, making them harder to get, or making other AI's more of a militant threat, doesn't help that. It just means you focus EVEN MORE on pumping out units.