Lots of folks seemed to want to respond to me. I really actually wanted to say something in response to Celevin, so I'll get to that, just thought I'd respond otherwise too.
Where I differ from Earthling and others about complexity is that I don't see having 'more units/civs' making a more complex and interesting game. To me, complexity is all about interesting decisions, especially decision trees.
I've never tried to give that impression, I don't want oodles of units and everything for the sake of realism or clutter, even though that can be popular in mods, it's just not me. As well, I've probably argued more against micromanagement than the vast majority of people here, ever. I've seen plenty of proposals complex ways of "trading food between cities" or "dozens of different specialists" and so on, I've never been in favor. I would be entirely for smart changes to things like worker control, to avoid a repeat of civ 4's forest disaster (though a large number/perhaps a majority of players seem to enjoy the effects of chop/whip micro, I do recognize it is extra micro). So no, lots of pointless stuff or extra micromanagement, is not what I'm after. And while I am rather familiar with it in civ4, I would have no problem removing all the micromanagement to the diplomacy system, as we're discussing. Not having to memorize or deal with different AI attitudes towards declaring war and hidden bonuses, or WFYABTA type trading - that's all okay, I'm not saying we have to exploit the AI either to play the game.
And it completely obviated any number of strategies involving researching the hard way. Why build Universities when you can trade? Why run Scientists when you can trade? Really, why follow any research path when you can trade? Especially given the AI's huge tech advantage, tech trading becomes the only reasonable path to not ending up an age or two behind. That's not depth. Depth is having a number of paths to research and having to make decisions based on it (should I enter a research agreement? Should I delay building my army until I tech? Should I pull someone off a farm to work in a Library?)
I don't see how you don't see these things existing in civ4, or that those suggestions are the actual "paths" taken by players. Everything you listed, actually does happen in civ4, so I'm sorry if you never experienced such gameplay, and I'll leave it at that. Some things could be improved upon, but everything you suggested was made non-existant, could actually be quite crucial and strategic in the game already.
Social policies provide a much bigger decision tree than civics simply because there's a *far* bigger tradeoff. With civics, you're simply choosing which bonus out of (up to) 4 you want. You can switch with relatively little (or no) consequences. With Social policies, you're making permanent decisions about which bonuses you want in the short and long terms.
Again, just to be clear, I am not saying the social policies are bad or don't offer choices, they actually seem like a fine replacement for civics on a domestic scale (I'm unsure about the changes in culture, but just as a comparison to civics, it's probably fine). I certainly can agree civ4 could use more or interesting civics, said so before and also see below. What I've said, is that they appear to have eliminated any relation social policies will have
towards diplomacy, possibly excepting city states if city states are important enough for that to matter. Considering from even early civ versions players would even consider whether they wanted to be a "democracy" or "dictatorship" and how this affects foreign relations, if there is actually nothing at all in that department, I'd be disappointed.
So, Celevin - I wanted to say I really respect your point about static diplomacy modifiers versus a more dynamic system - I'm not opposed to added complexity here, if it works. The thing I liked about civ4, is that barring a few poor design calls (eg. hidden modifiers) in the end it actually was a simple system to understand diplomatic relations - as with analogies to games like chess, where a player can look at a board and know the situation, the same goes with clear and unambiguous categories like religions.
The biggest hurdle for other types of interaction, is that I just don't know how the AI would handle them. And while I'd probably figure things out with enough effort, for a lot of players, having a problem "you tried to expand your culture to tile X near city Y" just becomes too involved, too annoying to deal with. However introducing a few new things that can influence AI relations is still all right, and some things in civ4 certainly were not adding to the experience - but I still think we've lost a little bit too.
It's a really long story that I don't feel is justified here, but there are a huge amount of things I'd personally tinker with or mod in civ4, I'm not proclaiming things are perfect. But if anyone is still reading - there is one pipe-dream, if you will, that I'm guessing we still won't see in civ5, but it really, really colors my view of diplomacy across the boards - I would jump at seeing anything like this in the civ series, I've loved the idea elsewhere and in modding.
Namely, I know this has been proclaimed weird before/nobody else on the forums ever seems to agree, but I'd rather place some more significant limitations, via in-game mechanics, on foreign relations decisions. The short story is, I think, any attempts in previous civ games where a "democracy" would not want to go to war or something, angered players, so this was all removed from the game. But I'd really enjoy, to discuss in civ4 terms, a system where trade profits, happiness of your citizens, and so on would be actually influenced by relations with neighbors. As it is, nobody really ever cares if an AI is "Friendly" if you want to kill them or raze their cities or whatnot, and more importantly, as a human player, no such statuses even exist for you or your people. Anyway, static bonuses which persisted over larger amounts of time would work well with this - basically, if doable in civ4 maybe a new Propaganda civic category and few other changes could be close. But they only just barely touched on this idea with changing the UN/AP in civ4, and I doubt any such ideas will make a return - we'll be forever in the days of backstabbing "friendly" civs willy-nilly
(Interesting story, which I give credit to many involved, but on the entire other end of the spectrum, people have done a lot of work with civ4 AI's that want to "win the game." As in, just like a human, the AI will completely ignore any actual diplomacy like "pleased" or "friendly" and just attack to stop your space or cultural win or whatever. And for those who enjoy this, it's great they were able to do so, anyway I know I am in the small minority with any ideas to go the other way)
And lastly
Celevin said:
Based on your replies here and in other threads, Earthling, I imagine you looking down on some of the things I say since I'm just some random new forum-goer.
I'm sorry for this impression, I really am, and I really try to welcome anyone anywhere on the forums, honestly. Here it's probably the worst, not necessarily because of the things or type of debate (it's really not as bad as OT still

) but the overall situation of the forum. Again, I just don't happen to know everybody here, which is expected with the very large amount of traffic - but there's maybe one or two posters who I could actually say I know and understand their viewpoints when I open up a thread. Everyone else I tend to get confused, I try to avoid threads on Steam and so on, but it's just frantic discussion on many things every day by dozens and dozens of different people. So I should try to avoid frustration at other things, and I really think the input of many folks is great. I think I tried to clarify in the other thread - it's after just seeing a lot of baffling comments, claims or proposals or whatever that are hard to understand, sometimes I'm not recognizing the good arguments and people who make clear what they are saying when I see them. But thanks again, and also don't let me personally worry you about the forums or whatever, I won't try to get into unnecessary arguments again.