It's like the bonus's (cows, wheat etc) where only added in for make the map less boring. They serve no other purpose really.
I feel the same way. It's a big disappointment.

It's like the bonus's (cows, wheat etc) where only added in for make the map less boring. They serve no other purpose really.

You have a lot of good points here. I'm finding that civ 5 is definitely a fun game. If they could solve the many polishing issues then it could be a great game.
Good writeup. I'll just respond to a few points.
We still have some work to do to understand diplomacy. Factors may include: your military strength, your happiness, your culture, how close your borders are, your actions regarding city-states, etc. I wish they would just make the modifiers transparent as in civ 4. The hidden modifiers don't make the game more fun.
I've seen this too. I think it happens when the barbarian is in an encampment? The barb AI needs to be programmed that camping its camp isn't always the best move.
At least since they made this change the UI shouldn't bother calling terrain things like "Grassland, Hill" and just call them "Hill".
I really liked the improvement system in civ 4. Cottages, workshops, etc. That's something I'd love to see in an expansion (or just a mod).
Just letting us destroy the buildings without giving us gold would be a welcome feature. If they do a gold return it needs to be balanced with building wealth (which probably has a too low exchange rate at the moment).
I can't understand why "Unit Supply" is even in the game when there is unit maintenance. It just seems to take up some useless screen space on the Military Overview window. Unless it's somehow a factor in the unit maintenance costs??
The game is actually saving .Civ5Replay files in Replays folder. The file size scales with map size and turn count. So maybe this info is there, they just didn't get around to making the game use this.
) :
That is certainly part of it, but there are hexes in the same "ring" that cost 50, while others cost 100 and I have no idea why. And thanks!
!I disagree on:
1. Map trading. The game focuses very much on exploration - natural wonders, gifts from city-states. Consider open borders as exploration-focused alternative of map trading (in the same way as research agreement replaces tech trading). I'm really fine with it and I used it this way.
for finding them via map trading. I don't know about the natural wonders, seems harsh to lose out on
.... On the whole though, map trading is a minor concern on the list.2. On GP buildings.
- Playing Babylon after you have free Great Scientist with Writing, you'll gain much more if you settle him instead of discovering Philosophy.
- The same is true of you have early Great Merchant.
- For Great Artists it's almost always the best usage.
- For Great Engineers that's a preferred usage if you don't have wonders to build.
- For Great General it could be useful sometimes depending on strategy.
), I just can't see using it as a tile improvement instead of the trade mission.
3. Building maintenance. I think it's done intentionally and it works very well for city specialization.
4. Amount of gold from wealth. If it would be 40% or so, it would become the major source of gold, since it's too easy to do. With 10% you need to be very bad with money to use it. The same for selling buildings (though I'd enable destroying building without any money return). I think "No easy way" is a good motto for many Civ 5 features.
5. War weariness. I see no need in Civ 5 for it.
Finally someone who has reasonable critique instead of the usual!
I agree with most of what you're saying, I might point out what I don't agree with, later.
I agree to most of your points in both posts. Civ5 is a great game that has some big startup problems - I hope many of them will be taken care of with patches soon.
One thing that particularly bugs me is missing in your list, tho.
While previous instances of Civ the units close to each other moved after one another, in this game the game activates a unit across half the map even there are three other units close by waiting for orders, regularly. On my lame ass PC this causes the game to lag because the game has to redraw all the terrain. Even without this the unnecessary scrolling is... well unnecessary.
It's even more annoying if your unit just got a new level. But the UI scrolls away to the next unit. So you click the promotion-available button, to make it scroll back, give the promotion, and then hit the next unit button. Why not keeping a unit active that made a level waiting for the promotion to be given. If the player doesn't want to give that promotion yet, he can still click "Unit needs orders" to choose the next one.
I really hope to see this changed in a future patch.
the positive points seem to be very carefully thought out and made me realise that i like many elements of civ5. some of the negative points seem badly articulated. you really miss war weiriness? Oo