Things that look like they got smarter, as in more interesting game play:
- Combat system
- Expanding cultural borders
- Social policies
I think fewer techs in the tree actually makes the game smarter. Techs will be more expensive to research so you have to think a bit more ahead to decide whether you are going to research that military tech or not. In Civ4 you could basically start researching a tech when the enemy showed up at the border and have the units out by the time the SoD reached your city. That's not going to work in Civ5. And yes, Civ4 has more techs, but quite a few of them are fillers or just not very relevant in some situations (Archery when you have Copper for example). And there are some horribly deep beelines that feel rather exploitive.
And what ShaqFu said. More sensible playing, less game trickery, and IMO more emphasis on short to middle term planning rather than having to worry that decisions you make now are going to bit you in the back in the middle to late term. For example with the new 3 hex city radius and hex by hex expansion, you can actually put cities where it makes sense in the ancient era, on a river next to a food resource, rather than having to put it in some awkward place because other wise a Calendar resource falls just outside your BFC. And with the new combat system with ZoC and more influence for terrain features, you also don't have to place a city somewhere weird just to block your enemy.
- Combat system
- Expanding cultural borders
- Social policies
I think fewer techs in the tree actually makes the game smarter. Techs will be more expensive to research so you have to think a bit more ahead to decide whether you are going to research that military tech or not. In Civ4 you could basically start researching a tech when the enemy showed up at the border and have the units out by the time the SoD reached your city. That's not going to work in Civ5. And yes, Civ4 has more techs, but quite a few of them are fillers or just not very relevant in some situations (Archery when you have Copper for example). And there are some horribly deep beelines that feel rather exploitive.
And what ShaqFu said. More sensible playing, less game trickery, and IMO more emphasis on short to middle term planning rather than having to worry that decisions you make now are going to bit you in the back in the middle to late term. For example with the new 3 hex city radius and hex by hex expansion, you can actually put cities where it makes sense in the ancient era, on a river next to a food resource, rather than having to put it in some awkward place because other wise a Calendar resource falls just outside your BFC. And with the new combat system with ZoC and more influence for terrain features, you also don't have to place a city somewhere weird just to block your enemy.
And addons will come, this time even DLC. And there's always mods...