There are big changes to previous civ games and those require other changes in game mechanism. I don't want to talk about these "big" things like hexes, 1upt, embarked units etc, and those necessary changes which came with the new gameplay. But there are things which are (at least seemingly) independent from the core system, they got it right in civ4, but they felt the need to change it after all, to the worse..
Here are few from me, you can add yours:
-Open border trade: Now they last for fixed turns, you can't cancel them, and you can sell the opening of your border for lump sum.. all bad..
-"per turn" trades for immediate gain. They got it right for civ4-by disabling these kind of trades- I just can't get why they had to change it..some area of the new game suggest that civ5's programers haven't played civ4 at all.
-Unit maintenance. It was simple and logical, You got some free support (modified by civics, number of cities) and you payed for the rest. Military and non-military units counted different, and military unit outside of your territory cost more. In Civ5 we have some obscure system, no one could figure out yet, sometimes only every odd number of unit cost something, military-non military the same, doesnt matter where they are, no free support (it helped smaller civs to have bigger military compared to their size)
-Tech tree Every civ game had different tech tree, but I think civ 4 allowed more strategic decisions, long term goals. They should not had stepped back to civ1-3 style.
-Promotions-I liked them more in civ4- why my only choice is that I have to decide where I want my troops fight in the future.. plains or in hills.. oh and that stupidly broken heal instantly thing.
-Lack of adaptation to different circumstances..this is not a small thing actually, but I really miss it. either by changing civics, changing the slider.. there is nothing which can make you adapt to certain needs. You can't just turn off your science buildings to save soem cash when you really need it, If your people once were traditionist you can't just have a revolution and evolve to something else-as it happened to real civilizations..
anyway, what's yours?
Here are few from me, you can add yours:
-Open border trade: Now they last for fixed turns, you can't cancel them, and you can sell the opening of your border for lump sum.. all bad..
-"per turn" trades for immediate gain. They got it right for civ4-by disabling these kind of trades- I just can't get why they had to change it..some area of the new game suggest that civ5's programers haven't played civ4 at all.
-Unit maintenance. It was simple and logical, You got some free support (modified by civics, number of cities) and you payed for the rest. Military and non-military units counted different, and military unit outside of your territory cost more. In Civ5 we have some obscure system, no one could figure out yet, sometimes only every odd number of unit cost something, military-non military the same, doesnt matter where they are, no free support (it helped smaller civs to have bigger military compared to their size)
-Tech tree Every civ game had different tech tree, but I think civ 4 allowed more strategic decisions, long term goals. They should not had stepped back to civ1-3 style.
-Promotions-I liked them more in civ4- why my only choice is that I have to decide where I want my troops fight in the future.. plains or in hills.. oh and that stupidly broken heal instantly thing.
-Lack of adaptation to different circumstances..this is not a small thing actually, but I really miss it. either by changing civics, changing the slider.. there is nothing which can make you adapt to certain needs. You can't just turn off your science buildings to save soem cash when you really need it, If your people once were traditionist you can't just have a revolution and evolve to something else-as it happened to real civilizations..
anyway, what's yours?