Jon Shafer
Civilization 5 Designer
Because it sucks resources from other things, like, say, the AI.plastiqe said:I don't see how limiting the civs makes the game better for anyone except lazy programmers and developers.

So make them yourselves then, if it's so easy. Why should the developers be burdened with the task of doing that when the fans can easily do so?That is the point. With only the 4 items I listed above, civs are very easy to create, and people will like playing with their favourite civ. The game would be better for me if it came with Canadians. dh epic would like the game better if it had the Poles.
Not everyone plays their "favorite" civ. There are a great many people who play only the "best" civs like the Celts and the Mayans (like me), and for very good reason. How many MP games do you think have players involved who pick their "favorite" civs? The answer is ZERO.
Civs need to have both an A) Interest factor and B) a gameplay factor. I don't want Serbs and Croats and Macedonians and Dacians and Thracians and Istrians and Wallachians and "scattered Anatolian tribes" in my games unless they're there for a reason. There will be all of 2 people who will play them unless they're good, in which case 90% of players will.
Again, my point. Balance interest and playability.
If there is a way to differentiate them all and make them all TRULY unique then I have NO PROBLEMS with many times more civs being included than in the past. My CONCERN is that there's 6 traits and a UU for every civ and the all have 3 traits and they're all basically the same and the same 4 civs get played every game like in Civ 3.I do agree with you about expanding the differences though. They could give each civ a unique improvement* and give each civ a negative trait. If balanced with a bit of care, it would add a lot of subtle differences to the teams.
If that's the case, then Firaxis has wasted their time on 60 out of 64 civs included. That is what needs to be avoided. That is my point.