After playing the demo and finding that Civ5, in my opinion, was a generally good game, i bought it a couple of days ago, and here's what i think are plusses and minuses in the game so far. From reading a bit on the forum I found http://forums.civfanatics.com/showthread.php?t=381961"]KingYosefs post[/URL] with a poll whatever Civ5 has dumped, as we speak saying that 762 think it has dumped and 632 say Nay. In general I can partly agree with the 762, but Ill have to give it around 8 out of 10 for its improvements compared with Civ4. Heres a list of what has been improved and minuses for what was better in Civ4. It is a list Ive made from my couple of days (plus demo-playing gives a total of 3-4 days of playing) on what I think is good and bad with Civ5. YOU ARE MORE THAN WELCOME TO COMMENT ON THIS AND ADD MORE! For those of you who are still considering whether to buy this game or what I hope youll do it since this site is only for those who call themselves CivFanatics, and who can claim to be a CivFanatic if you dont go buy it In my opinion I would give it 8 out of 10 - 8+ if you want to know if I was closer to a 9 than a 7 Dont mind the huge number of minuses, sometimes it is easier to point out of the flaws rather than the improvements. Ive set it up more or less in order of how big I think the chance has been. BTW: Has anyone counted the number of non-unique buildings/units/discoveries there are in the game? My first estimate says there are more, but havent counted so far. Improvements - Graphics (in general): Besides the general graphic improvements, the diplomatic animations in Civ5 are great (though I barely remember who they worked in Civ4 ) - Hexa tiles: also graphics, but also better from a gameplay point-of-view. - Leaders uniques: now all leaders get two uniques, either one unit + one building or two units. I consider this better than Civ4 - why give a civilization one unit and one building if they historically were more famous for two unique units and no buildings. - One unit per tile: Gives very interesting strategic battles, though battles have been few from my part up until now, since I been a pacifist for working on domestic tactics for later play. - City states: Great feature that gives you missions and you can interact with. - Land aquiring: Gives huge areas of open land which I believe are great for army clashes with two armies like the Napolian wars - maybe someone can add to this view since I havent exploited this part of the game. - Auto defence: Realistic as citizens in history always have drawn to arms once they were threaded. Gamewise we get dont have to always build soldiers for every city, and we dont need to have a single superfluous unit to defend it. One thing I dont like about this - arrow defence before archery. I think they should just defend the city from melee attacks. This would also make the archery tech better. - Limited resources: A maximum of horsemen, iron-based units and more. I think this will give more battles for resources since one tile of iron/horses/uranium isnt enough. - News overview: Really like that. I Civ4 you got a lot of things going on when you entered the next turn, and your units could be attacked while my very inefficient city would take my attention away to ask me what to build next. Now you can control the order of what to do, and a next bar will keep reminding you until you have time to pay attention to it. - Embark units: Nice feature which I believe will increase the sea battles. The previous Civs never managed to take full use of the sea to my big regret. I believe this could be the reason for sea battles. However, I still think transport ships should have their job to do in this game. Though I know soldiers throughout time have built their ships themselves, Im pretty sure they didnt start chopping down lumber to build their fleet when they in the 1940s were transported from America to England before entering Normandy in 1944. - AI spots attack plans: I was really positively surprised when the AI took me to the diplomatic screen to tell me I didnt have to pretend we were friends if I was planning to attack his civilization with my soldiers near his borders. - City demands: Fine little event occurring when the cities tell me they want spices/wine/gold or something else. Gives you further jobs to do (and further reason to continue playing another half an hour though you have to go to bed and work tomorrow ) - Camps in forest: I like this one! - Very realistic. - Consultants: Like in Civ3, thank you for that! Flaws - Religion: Why has this been removed? - The biggest step back from Civ4. I was in general really happy with the way religion worked in Civ4, and although a few things could be better with religion, I am very unhappy to see it totally removed. Besides the flaws listed below, this was the only thing that made me consider voting Yah in KingYosefs poll. However, Im afraid this is too big a change for an expansion pack to handle, will not be back before Civ6, if that it will be back then at all. Does anyone know for what reason they have removed it? Desire from gamers, ethical problems or something other? - Number of civilizations: 18 leaders are just too few. Civ4 has 52 leaders (started out at 26 leaders, so I guess well see more than 18 in upcoming expansions, but not too happy to see less than the 26 from the original Civ4). To stay optimistic, Civilipedia says Leaders (plural) and have slots for up to three leaders per civilization - like they have planned to add more leaders to the same civilizations. - Health: Where did it go? - Culture takeover: Though I like the way you acquire land, I believe you should still be able to conquer areas using culture like the percent changes to your advantage when you have the best culture in the area. The Culture bomb is unrealistic and plain stupid if you ask me. - Unit bonus overview: We arent informed the same way as in Civ4 about what the soldiers are good at. Pikemen good against horses, yes, but not until I stand before a horde of horses are the win percentages calculated. - Copper/stone: Now that you fight for a limited amount of resources, which is an improvement in my eyes, I think it is sad, and unreasonable, that copper and stone has been removed. - Towns: Towns replaced by markets, but I definitely dont like this. In Civ4 you could build towns to improve your income, now they have been replaced by markets. Why dont have both? - Markets to give 2 or 3 coins, towns as an investment if you have time to develop it. Then the player could choose which he liked the best (in the given situation). And dont say it will be too easy to make money - you could always regulate the expenses of the game. - Relationship: Another thing I dont really understand why this hasnt got its place in the game - maybe for realism reasons, and that should be the only approved reason for skipping this. Why not let us know how well the other civilizations like us? - Animal barbarians: Liked this one. Maybe it is so that there arent too many barbarians, but I would still have hoped to see animal barbarians. - Hall of Fame: No specification about the game. Before, you could click on the game and see the entire history unfold. - Regulation of income: Now you cant decide how much to spend on science, treasure, culture and espionage. - Espionage: Honestly, I never used espionage myself, but I like the option - which could be turned off before the start of the game. - Conquest Victory-option: Yes, I know the Domination Victory has changed, but I liked the total Conquest Victory-option from before. But I guess I can survive this one. - Cant restart map. Changes i can't estimate - Civics / Social policies: Civics are gone but now we have social policies - more policies, great - but Im not all satisfied with how it works. You partly need technologies to change social policies, but now the culture is more important. In general quite ok, but I think there should be different culture prices dependant on which social policy you want to change. Right now it works like Great People - you get culture for every round, but the prices just keep going up instead of having different prices on them. What I like about this change the least is that you dont have to choose between things like democracy and communism. Now you can adapt democracy while having communism, in short, you will always want to adapt communism since there are only advantages. Only a very few social policies conflict. - Happiness: Never had problems with an uprising, but I would have voted for a combination - a general happiness of the people and happiness in each city. This new way is unrealistic. - Wonders animation: Has been removed, but now with sound just like when you make a discovery. - No need for roads regarding resources: I think it adds to the realism if roads were necessary, and you could destroy a road to stop the supply of resources to your enemy. So feel free to comment on the above stated, or even better - add some things I forgot!