Okay, but that doesn't answer my question. What causes you to believe that the dev team shares your definition of streamlining. Why exactly do you believe that the game was streamlined only to conserve resources? What evidence do you have that the dev team wasn't just playing whack-a-mole with Civ IV's issues?
As a software developer and on behalf of the devs can I just say: never knock the devs its all the pointy haired boss's fault.
Streamlining is not about conserving resources it is all about a "less is more" design philosophy. This is really hard to get right for a game like civ where one person's streamlining is another's dumbed down.
Streamlining is things like:
- don't need to connect resources by roads
- simplified trade route system
- no whip
- puppet city system
- simplified tech tree
The idea is to drop low value features and to reduce/eliminate repetative low value sub tasks. Again in games like civ people differ on the "low value" part.
Removing non core (yes great to have, important but essential) features like religion and espionage IS about conserving resources and was exactly the right decision for civ5 from a risk/project management point of view (assuming new and improved versions are added in later expansion).
Given the decision to :
a) write a new game engine from scratch
b) radically change combat system
They would have been crazy to try and shoe horn religion and espionage into the budget. The problem is they didn't give themselves the budget needed for the rest of the game.
Regardless, it's clear that the dev team's priorities were screwed. A lot of people dislike Civ V's gameplay, but the graphics are improved. The graphics are improved but the game is a resource hog. The game is a resource hog, but the AI bumbles tactics. So on and so on...
I don't get the impression that the dev's priorities were screwed. I think they did a pretty good job given the constraints they were under.
The management decision to release the game in its rushed, unfinished state howerver was... debatable.
What I suspect they underestimated was the work needed to get their shiny new game engine running and also the amount of tweaking to get a descent tactical and diplomatic ai (given the more complex design). So I'm speculating that they probably blew the budget on the game engine and had to rush everything else.
Result: bad tactical ai, insane diplomacy, poor performance and stability problems.
Given time (and budget) constraints you have 2 choices
a) cut scope
b) cut quality
I think they had already got the scope about right (enough for a good game with everything cut that could be cut). Quality is what suffered.