I apologise in advance for sort of just quote mining here - but they are things that are IMO important to get straight.
Binary research is a total pain in the ass and there's no reason it should be an option to do. It makes no sense, and is just rounding errors.
This is absolutely wrong, I'm sorry. Try going to the Civ4 strategy forum and asking about why players do binary research, and you will learn why. In fact, rounding is almost a non-reason any more. It was more important in unpatched vanilla, but now that cities collect gold, science etc. to 2 decimal places, the rounding is barely something worth noting to even the most hardcore of micromanagers.
I'll give you the best example of why binary research was important - waiting to start on a tech that could come up for trade in the meantime.
tom2050 said:
It was actually the move that eliminated 'commerce'. The slider was just a side effect because the slider needs the commerce aspect in order to exist in the game (it divides the commerce).
I am glad to see at least someone else willing to state the change for what it correctly is - the removal of commerce - not the removal of a slider.
It's worth noting that civrev technically had commerce, except every city had its own slider that could only be set to 0-100 or 100-0 in terms of gold or science conversion (I might be getting this a bit wrong actually, if you didn't emphasis gold or science, it might have produced both - my memory isn't all that good). If civ4 had commerce but with an individual slider for each city, that would still be a commerce system and one that probably Jonolith would like more.
Celevin said:
Before anything: I'm going to use "removal of slider" and "removal of commerce" to mean the same thing. Sorry, Pieceofmind.
If you were truly sorry, you would stop doing it.
It's your choice what language to use of course.
Celevin said:
You never ever want to confuse the player. Also, it's just not true, as binary research is key.
I can almost agree here. It is indeed useful to do binary research at high difficulties, but I wouldn't quite call it key. It's certainly not pointless.
Celevin said:
It results in a poor difficulty curve, and as I said before, gold, culture and espionage being near worthless.
Again I think the blame is misplaced. It's not the commerce system or the slider that makes gold, culture and espionage worthless. It's the fact that one beaker is simply worth more than 1 gold, 1 culture and 1 espionage. If you want to change that, you change the relative value of those things by making more powerful the things you can do with culture, espionage, and gold. For example, culture would be valued more highly if cultural victory thresholds were lower. Gold would be valued more highly if unit upgrades were cheaper, rush buying things were cheaper etc. Espionage would be more valuable if espionage missions didn't cost as much.
Science or

were just extremely valuable.
The simplest way to change that fact would be to do something drastic like double the cost of every single tech in the tree. A change like that would have far reaching consequences of course that I won't pretend to understand, but it would certainly reduce the value of 1
Anyway, I don't want to follow that line of argument too far because it's getting away from the point of what I want to discuss.
The point I really want to make is that in civ5 it is looking like gold and culture etc. are more valuable because they have been given important and game-changing uses. It is
not just because commerce has been removed from the game. If technological advancement was still far stronger than what you could do with gold and culture in civ5, you would have the same problem in civ5 as you did with civ4. e.g. You would
always build libraries before markets.
Of course, the fact that gold and culture have been made more important in civ5 is giving false evidence to everyone who claims it was the slider (or more correctly the existence of malleable commerce) that made gold and culture worthless in civ4.
Civ5 will probably bring a bit more micromanagement to the game, which is usually a bad thing in my books, but as I always say, I'm willing to play the game before I make a judgement about which game did it better. In these discussions I'm only arguing about how certain mechanics affect the game - not which ones are inherently better or worse.