Both farms and mines have been nerfed, meaning that a gold-based economy combined with Maritime CSs is practically the only way to go.
Comparing cottages, which were an interesting option, with trading posts is almost shameful. They are nothing alike. What's more "empowering specs" is not an either/or with trading posts. The most powerful option is to employ both in the right ratio - and that ratio is pretty much fore-ordained. In Civ4, you had to make choices.
Yeah, we'll see how long these things remain true when people's precious "OP" tactics get nerfed. If maritime eats a big nerf suddenly our choices become more interesting again - you would need significant infra investment to grow onto trading posts, and grasslands might actually be appealing relative to plains. Sometimes. Imbalance does not mean the features lack complexity. It's still there, even if some alternatives suck too much right now. Also I caution hating on good features simply because so many of the others are bad.
Most buildings in Civ4 were interesting and useful.
Opinion, and opinion only. Over-investment into buildings held players back tremendously. The only true gimme was the granary for much of the game.
Civ5 is all about spamming libraries, colosseums and circuses everywhere.
Kind of like how IV was all about spamming granaries, MAYBE courthouses, and MAYBE libraries "everywhere"? Both games reward specialization once you get past the obvious structures.
Civ4 wonders were, with a few exceptions, powerful and costly.
Most were costly...only a few were consistently powerful. Notice that in civ V, wonders can also be pretty powerful; oracle, great library, forbidden palace, etc can have big impacts, BUT
There was a huge opportunity cost in going for them - along with a huge benefit. In Civ5, they are basically maintenance-free buildings.
If you can't see an opportunity cost in civ V wonders, you aren't trying.
Expansion is not held in check in Civ5 at all. It's nonsense to even suggest it. As for Civ4, the only ways I know to blow by the mechanics are the GLH and Corps. One is map-specific and eventually obsolete while the other is late game.
For every difficulty below deity, assuming you had the space you could hit double digit cities by 1 AD using just cottages and a basic

cap booster like resources, monarchy, or drama. On deity you rarely could expand to that many cities because room ran out. GLH and corps were nice, but they were *not* necessary. I proved it outright on immortal in one of my let's plays, getting 10+ cities on immortal before courthouses and winning easily. To make matters MORE fun, here's a familiar tactic:
- Conquer 15+ cities by the early ADs using horse archers.
Does that sound familiar to you? As someone who has played civ V, it might, but comically it was almost as easy to do in IV...just less popular. I only pulled it off consistently on immortal, but sure enough top deity player Rusten did it on deity with plenty of success as a result. If you managed the slider correctly to bankroll some turns at heavy -gpt, you could turn things around (even from losing 50+ gpt at 0%!) and suddenly have a MASSIVE empire with heavy GNP potential very early. You're telling me civ IV checked expansion? That's pretty laughable. It's just as laughable as suggesting that happiness is a true hurdle. On some spawns it will slow you down, certainly, but similarly you have conquest, resource abuse, and SP to fall back on -----> this model is similar, and it's painful just how many people, rooks and experienced alike, somehow don't see it.
Actually this is not necessarily true in either game.
You lose your cities, you're dead. It's true in BOTH games, always. Now, sometimes that priority is taken care of without effort...especially in IV, but it is still numero uno - you fail at it and you lose. Diplo abuse in IV sometimes allowed that you had no military threats - a very cost effective way of military survival! However IV's HIGHLY RNG-based diplo had plenty of ticky tack elements, and even MORE incidence of AIs not trying than V. That was a serious problem on immortal/deity.
Idiotic diplomacy. Boring tech tree. Repetitive building choices. All city sites are pretty much the same. Massive exploits. Far easier levels. I could go on.
Diplo might be better once it's transparent and AIs use it to help their victory chances (opening opportunism for both sides). Tech tree is HIGHLY subjective. Repetitive building choices as "more dumbed down" is an utter joke. Did you actually learn how to play IV at a high level? So few buildings were necessary in anything but specific cities, other than the granary which went in EVERY city, usually first (or 2nd after a border pop building). That suuuuuuuuuuuure sounds more complex and dynamic

! Easier levels is a direct function of 1UPT. Exploits? HAHAHAAHAHAHAHAHAHAHAHAAHAHAHAHAHAHHAHHAHHHAHAAHHAHAHAHAHAHAHAHAHAHAHAHAHAH. Your entire paragraph of argument fails instantly:
- 1st to theology and build apostolic palace. Insta win on all difficulties
- PERMANENTLY LOCKING AIS OUT OF WAR WITH YOU, even though it harms their chances of victory. Greatly.
- Mass up 60+ tactical nukes on an AI's borders. It won't care. Instantly eviscerate the #2 AI in the game in a single turn. Yep, no exploit here, move along.
- GIFTING tactical nukes to AIs to fire at other AIs mid-war, completely killing their stacks and stalemating them. Diplo penalties for the arms supply? Yeah, none.
- UN manipulation, including gifting a certain AI techs so it builds it first, guaranteeing your victory
- AI only knew how to pursue 1 VC - culture, and it was bad at it. Simply race one of those cities 1 turn before victory and keep going for whatever you were doing.
I could go on, but do note that these are all things available in the final patch. There was far more on release.
I know you have this rant about UI problems in Civ4. The vast majority of us play normally and simply don't care.
I hope you're wrong, because it would mean the vast majority of players are






sheep. Mindlessly staring at the wall, rather than using inputs that save them time. Watching an object trail back and forth with less pattern variation than a fly on the wall (meaning a cat might be doing something more exciting for the time difference between using hotkey inputs and dragging the mouse everywhere). Hey, if you openly admit that you like the equivalent of staring at a wall, more power to you, but don't use it as a point of pride in an argument because it looks pretty bad.
Now THAT is optimistic. The fundamental problems in Civ5 will never be addressed.
Overoptimistic probably, but definitively saying they never will be is just as bad in the opposite direction.
Not even in expansions. To do so would take a massive change in fundamental game play and they won't. They never have.
You have no idea how much I fear you're correct. The problems IV retained from start to finish are a punishing and sobering reality. I'm afraid I can't argue with this, so all I can say is at least I have other games to play also while I hope :/.
Quite honestly I thought you had better judgement and I have to say that I am more than a little surprised to see you defending this turd.
I think you are confusing my pointing out that this is nothing new with defending the game. As you may be aware based on your comments about my criticisms of IV, I consider that game incomplete because it is (take a quick look at vassal code or how the AI picks UN resolutions before you try to argue). It was far worse on release than it is in BTS 3.19, where it still carries major flaws.
Some design elements of V are clearly better than IV, but that doesn't mean I endorse V as a good game yet (I think I rather clearly stated it is an INCOMPLETE game, on this very thread). I am criticizing IV too, and pointing out that V having a lot of sucky elements is far from anything new - there is a glaring and immediate precedent. I know my posts are wordy, but if you're going to go so far as to question my judgment (when in reality it's not too different from your own), I suggest you read them.
And you still haven't gotten around to explaining why you think that the bugs in the Civ4 release justify the game play issues in Civ5.
It's kind of like the good ole' explanation for the fanaticism government in civilization II: "the world has come to expect no better"

. Actually, on civFANATICS, that's kind of true, isn't it

?