some people might even prefer the UI, finding it more intuitive.
I agree with you in general, but this is a bit of a reach
. The information presented isn't that much different actually, but it's hard to pinpoint any way that civ V could objectively be considered more intuitive. Even subjectively would be hard.
IMO though the worst thing about civ V is how little they did to remove IV's issues from finding their way into it.
I remember in Civ4 just going through the building list automatically, with little thought; this may not have been playing optimally, but there wasn't all that much that was engaging my attention.
"not optimally"? Try "actively playing poorly"
. Buildings, while they don't cost
in IV, carry a tremendous opportunity cost and the decision of whether to build one at all, and when, is a critical point to doing well vs poorly. "Going through the list" is sufficiently bad that you'd suffer less by automating workers. Seriously. I can win at immortal with auto workers from turn 0. That is not nearly as viable if you just go down the list of buildings.
This is partly due to hexes and partly due to the indistinct way the troops are presented"
And partly due to clutter because they needed to scale city size + hex count + unit movement better.
I come away with the impression that there is a set strategy to employ, in direct accordance with the game designer's philosophy.
There aren't that many competing SP paths in terms of optimal play, and then you get stuck in them.
Actually, as I alluded to earlier, this isn't so different from civ IV, where for most of the game
that actually impacts the outcome you are:
1. Running monarchy, unless you build the mids where you're running rep (small nod to PS with mids) --> basically you need a wonder or the decision process in this tree is virtually nil.
2. Running bureaucracy. Switching out of it implies drafting, questionable cottage spam or culture wins usually.
3. Slavery or Caste. Serfdom is complete trash and emancipation is late.
4. Nothing at all. Somewhat comically, good economic civics rarely come before the winner of a single player game is decided. Occasionally, you can meaningfully pick between SP and FM.
5. Religion tree gives you a full set of viable choices.
There isn't much strategy to civics and minimal planning. In a typical game the civic combo to choose is usually painfully obvious to anyone with a little experience, which very much mirrors the civ V SPs, which have the same tendency to center on one set of options/path in the opening and then have it matter increasingly less what you decide to do with them later on.
Actually I don't have problems with SoDs, yeah, they may be a little tedious to walk around
SoD are far less tedious than 1UPT and that isn't debateable. No matter how many units you have, you can group them at the press of a button (in theory) and then move them with a single click. Even moving 3 units in 1UPT rules will take longer, especially with pathing constraints. I do believe stack limits + comp tradeoffs are the best route.