I agree -
As I said in another thread, the 'swimlanes' have become much more rigid, too. I.e., if you're going spaceship/science -- there's very little point to building any other building types... maybe a few production buildings for the places you plan to build SS parts, but that's about it.
The counterpoint is that there is more "synergy" between aspects -- techs + Social Policies + Build Limitations, and I really tried to give that line of thought a chance... What I found is that yes - this is completely true. The problem, though -- and this why I completely agree with and share your puzzlement over the non-universal agreement over "less complex" -- is that once you do recognize that, it makes matters worse, not better. There's no bleed or crossover between victory paths or even the gold/economy vs. science vs. diplomacy vs. production swim lanes.
Buildings and Policies are simply multipliers and what's worse -- they're "simple" multipliers -- so it becomes really obvious really quickly that your path to victory is a matter of maxing out the multipliers. Don't waste your time on anything not in your lane.
There was more subtlety in IV -- this an area where religion being excised really hurts, for example.... Temples weren't just "happy" buildings... they were stepping stones to bigger religious buildings which had culture AND happiness implications. They had religious spread implications.... which in turn had diplomatic implications... and even a smattering of science and gold (when paired with civics and religious wonders) implications.
Add in health -- which meant a lot of buildings had multiple purposes... you had some food-only and health-only buildings, but you also had a fair number of "both" buildings. Most science buildings likewise had cultural aspects/bonus.
Once you discover the proper synergies -- which SPs make the most sense for which type of game -- everything becomes very push button.
I just don't find myself with a lot of "decisions" in any real sense -- once you start down a path, stay on that path, and don't wander off it.
Good points made here. It does seem like each victory condition has its own "swim lane." Just plow straight ahead until you reach your goal and then watch a crappy ending screen that seems reminiscent of a movie that ran out of budget near the end.
The buildings themselves seem pretty dull for the most part as well. Overly expensive and specialized for each "swim lane."
No great decisions to be made. Just cookie cutter molds to use. Easy for little Johnny FPS to figure out though. That probably was Firaxis and 2K Games' intention.