I know there are already some positive threads about civ V, but I'm going to list my thoughts about some of the ways in which I believe it improves upon Civ IV.
AI that "plays to win"
In theory, that is. In practice, the AI doesn't currently play to win, because you don't win by suicide-charging all your support units at the front and embarking and disembarking your melee units over and over while they get plinked to death by cities.
I like the idea of AI civs that want to win the game in ways other than the space race, even if they love you.
I don't really like the implementation of diplomacy. It could do with a lot more transparency and a lot less city-state-related awkwardness.
But, and I know a lot of people will disagree with me here, I like the effort they made toward making them more like human players. You don't know what a human player is thinking, but you can be sure they'll only work with you if they believe it's in their best interest, and they'll work against you as soon as they believe that's the best thing they can do. I want the AI players to be like that, as much as possible, rather than blind fools I send some gifts to and watch them do whatever I want.
Great People
I like the way different types of great people are on different meters, and I like the way they build improvements instead of buildings. It creates strategic choices by forcing a tradeoff.
I also always thought settling them in cities was kind of boring compared to all of the other cool things they could do, even if it was the best option for me at the time.
Golden Ages
Transparent, tied to happiness, and strategically useful.
Global Happiness
I think this idea has a lot of merit. The old happiness system was the main growth factor early on, which never made much sense to me (how can it possibly be "too crowded" when you live on the plains in a tribe of 2500 people?) and after a point, it became almost completely irrelevant, being replaced by health as the growth factor du jour.
I don't like the way they implemented it, with arbitrary non-scaling values, nor do I like the fact that you can literally just ignore it and still have massive technological and financial advantages, but I think those problems can be patched or modded away rather trivially.
Hexes
They just look better, compared to squares.
Note that I'm not lumping 1upt in with this. I have my opinions about that, but they're too mixed to include here.
City-states
As a concept, they're awesome. There are a lot of balance, diplomacy and AI problems associated with them in the current implementation, but they're a cool idea with potential for adding strategic and diplomatic depth.
Embarkment
(thanks man-erg)
In addition to reducing unnecessary micro, it also increases the feasibility of long-range intercontinental wars.
I'll add more if/as I think of them.
AI that "plays to win"
In theory, that is. In practice, the AI doesn't currently play to win, because you don't win by suicide-charging all your support units at the front and embarking and disembarking your melee units over and over while they get plinked to death by cities.
I like the idea of AI civs that want to win the game in ways other than the space race, even if they love you.
I don't really like the implementation of diplomacy. It could do with a lot more transparency and a lot less city-state-related awkwardness.
But, and I know a lot of people will disagree with me here, I like the effort they made toward making them more like human players. You don't know what a human player is thinking, but you can be sure they'll only work with you if they believe it's in their best interest, and they'll work against you as soon as they believe that's the best thing they can do. I want the AI players to be like that, as much as possible, rather than blind fools I send some gifts to and watch them do whatever I want.
Great People
I like the way different types of great people are on different meters, and I like the way they build improvements instead of buildings. It creates strategic choices by forcing a tradeoff.
I also always thought settling them in cities was kind of boring compared to all of the other cool things they could do, even if it was the best option for me at the time.
Golden Ages
Transparent, tied to happiness, and strategically useful.
Global Happiness
I think this idea has a lot of merit. The old happiness system was the main growth factor early on, which never made much sense to me (how can it possibly be "too crowded" when you live on the plains in a tribe of 2500 people?) and after a point, it became almost completely irrelevant, being replaced by health as the growth factor du jour.
I don't like the way they implemented it, with arbitrary non-scaling values, nor do I like the fact that you can literally just ignore it and still have massive technological and financial advantages, but I think those problems can be patched or modded away rather trivially.
Hexes
They just look better, compared to squares.
Note that I'm not lumping 1upt in with this. I have my opinions about that, but they're too mixed to include here.
City-states
As a concept, they're awesome. There are a lot of balance, diplomacy and AI problems associated with them in the current implementation, but they're a cool idea with potential for adding strategic and diplomatic depth.
Embarkment
(thanks man-erg)
In addition to reducing unnecessary micro, it also increases the feasibility of long-range intercontinental wars.
I'll add more if/as I think of them.