You must be referring to Sulla's classic review from years ago. Compare that review to current VP, 2018. It is like night and day difference.
http://www.sullla.com/Civ5/whatwentwrong.html
Today's Civ5 modded is brilliance. And so is why I keep referring people to the community.
Such a wall of text!!
I'm glad our modders proved this guy's points to be wrong, for the most part. I don't know for sure what points were addressed by DLCs and what by VP, but...
1. 1UPT is not inherently imbalanced. We just need to keep it short, so the number of units doesn't get out of control. So far, the best kudos for the supply limit mechanic.
2. An AI could be trained to fight decently using 1UPT, it just was a huge work developers didn't want to invest. And if this is not enough, a little bit of help from handicaps, and we're good.
3. Penalties are not bad by theirselves. Even if most things are positive actions with an opportunity cost, some of them being punitive may be the best way to keep things under control. If we don't have a penalty for expanding too much too fast, then we will be playing like in Civ III where there was only one viable strategy.
4. Hidden diplomacy is not bad, when AI acts with some criteria. When you know how AI makes decissions, you can leave it hidden and try to guess when Elizabeth is going to backstab you.
5. City states were not such a problem in multiplayer, as it seems.
6. The author critizices the way the game was developed: reacting to problems players were facing... well, isn't it the way VP is built around? The problem wasn't really the reactive design, but that not enough time was invested in polishing the game.
Good programming skills are not so easy to find. Many programmers are content with a working software and don't care if the code is optimal. Most research software is made by scientist with a 0% programmer background, with very clumsy and prone to errors algorithms, but they work and give (hopefully) correct results, and that's all that matter for them. Papers are published in awful english, when a professional translator is not hired, outside native speaker countries.
On the other hand, having just good programming skills is not enough to make a good game.
I’m keeping an eye on it. I know it sounds crazy, but it is usually much easier to figure out balance on slightly OP things than UP things. That’d been my MO for some time.
G
Rulers in SSSR thought the same. Why to try a few socialist policies when you could go for them all?