The issue of carpet is greatly exaggerated. It may happens occasionally very late in the game when the game is practically over and already decided. My point is disliking the game over an issue that rarely happens is not fair.
I wasn't referring to that ridiculous image of 2359870245 units on the screen though. Take a simple 10 or even 8 hex army and move it through variant terrain, and the process can be pretty annoying. REALLY annoying, if there aren't any tactical considerations because you're not at war yet and the game makes it take 4-5 times longer than it would for you to simply give the orders due to the delay before being able to select (and move) the next unit, and the delay before ending turn. Also the 1UPT unit swapping thing is a big annoyance.
I stand by the assertion that civ V needed more + smaller hexes to work in its current construct to its potential. A big part of the draw of 2 or 4+ move units is the ability to manipulate their positioning to an advantage, but once lines get too cluttered that ability (and the measures to prevent enemies doing so) disappears. I actually don't mind 1 UPT by itself, but it needs to run better. You are necessarily giving more orders per turn --> they need to happen in a timely fashion.
Useless trading posts instead of the fun of developing cottages
IMO trading posts vs cottage argument is interesting. At the fundamental level, they're quite different as improvements. It'd literally be more fair to compare trading posts to something like civ IV windmills instead of cottages.
Cottages are probably the most interesting improvement in all of the civ series ever from a design perspective; but do not mistake that for me saying that they're necessarily a good improvement. They brought an unmatched degree of city specialization to the game and forced players to mix "now vs later", which was further confounded by how broken tech trades are (RA are too, just slightly less so). The game was built around them. In civ V, you are decidedly more building-driven, and actually have similar "now vs later" considerations in that aspect. In civ IV, a heavy majority of buildings blow chunks, and some of them like the granary are so strong they become thoughtless
.
Walls and castles in Modern era... come on?!
Civ IV used one extreme (excessively early obsolete dates...as if rifles can shoot through stone or something) and V the other (that anime robot can't easily overcome a wall).
IMO civ V made a mistake with how it handles cities. It switched the game into a more tactical feel; this should have been driven by more and variable terrain with space between cities for armies to operate. Instead, they went for a "city = powerful super archer" approach. If they wanted to give defenders some advantages, there were other ways that would have worked better and kept the tactical combat emphasis.
Why was it necessary to throw away the Healthiness/Unhealthiness concept?
Because they murdered tile/hex yields and made buildings a larger driver. Growth is slower overall too (you can't easily get pop 15+ cities in civ V by 1AD to 200 AD range)
If anything, resources are already too important in civ V. They're a huge gold engine and on top of that a central element in
, which has effects on golden ages and potentially even
. That's a lot to be tied to one mechanic.
V actually has a fair few amount of good design elements. I don't care about the graphics/music/whatever. The reduced impact of "rng = win or loss" is a HUGE upgrade in civ V for example. If it played better I might switch.