Psyringe:
If you must know, then here are the things I object to in his review:
He notes a lot of things good about the game, but he does not acknowledge that these make the game good, by giving the game a "C."
So, your main gripe with him is that he doesn't score the game as good as you would have liked him to do?
That seems to be the message you're sending.
First thing he notes is that the AI is bad, and even says that previous Civ AIs have always been bad. Where he fails is that he doesn't realize just how bad Civ IV combat AI actually was. In fact, it was generally much worse than Civ V AI!
So what?
Civ4 is Civ4, Civ0.V is Civ0.V.
The AI of Civ0.V in general and in detail was advertised to have been massively improved (4-lvl-AI).
One of the MAIN new features of Civ0.V is the 1upt.
If you introduce a new feature into the series which cannot be handled by the AI and even causes humans some problems in terms of managing it, then this can be criticized.
The fact that in previous games of 5 years ago dealing with a different system there were flaws and weaknesses as well does not change the fact that in the current game there isn't any improvement in terms of overall AI behaviour.
Civ IV combat is based on SoDs, (....)
In point of fact, that kind of differential can also be seen in Civ V Deity levels. The fact that he can perceive this more in Civ V is a triumph of transparency. He could not tell how bad the AI was in Civ AI, apparently.
So, for you it is a triumph of transparency that the flaws of Civ0.V are so obvious?
On the other hand, you put a spotlight on the weaknesses of Civ4 (which, once again, is some completely different game). Wouldn't that mean that Civ4 was "completely transparent" as well?
Second thing he notes is that Policies are bad because they do not change (or if not, then he cites no reason other than baldly stating that Religion and Civics are better). It's badly criticized, and I'm not entirely sure he really knows what's what in terms of the Policies.
Which in turn means you are not entirely sure that he doesn't not know what is going on.
Once again, you're making general statements but with a negative connotation. You don't put the finger on the "problem" (which YOU seem to see, yet others don't).
The Civs have different animations and opening statements depending on how much they like you, and they'll even point out aspects of your Civ they respect or fear. Secret Pacts are just that - secret pacts. There is nothing non-obvious about it. If you deal with the guy you just agreed not to deal with, the other Civ you formed a Secret Pact with will get annoyed with you. This is not rocket science. It's perfectly obvious.
Not being able to see modifiers for AI behavior is a plus for me, not a minus. He cites this as being an obvious lack, and states it like this is how it is for everyone.
The point is that the reason behind the AI's behaviour becomes not clear to the human player.
Even less taking into account that the human player seems to get "penalties" (you are massing troops at my borders!) for the opponent's units being somewhere where the human player's troops are located. In many cases this location is not remotely close to anything like "at my borders".
He goes on about the interface as well. The numbers on the top of the screen are actually useful to me. I'm not sure why he finds them useless and "messy," because he doesn't say.
One example: You don't get an information about which luxuries you are getting from which ally or by trading. Neither you get any information about how many to retrieve from "foreign" sources.
You CAN collect these numbers manually, by browsing your deal history and checking with all the city states, yes. Yet, you don't have any means at hand to retrieve this information by a button, by a menu item or in any other way "just at hand".
This is clearly an UI weakness.
There isn't any "fun" in having to do the collection of data by hand nor does it improve gameplay.
Furthermore, you don't have the chance to see any data when being in diplomatic negotiations. Literally, to be prepared for such negotiations you would have to manually keep track of all data externally.
He notes that you can't queue up orders for units, which hurts pacing in the endgame. I'm again not sure how this can be, since Civ V doesn't feature that many units to begin with. Does he have thousands of Riflemen that need units? He wails about 15-second bomber runs. Exactly how many Bombers is he fielding anyway? I mean, we were fielding gobs and gobs of Bombers in Civ IV.
It just doesn't matter if he is managing 10 or 20 units. If it pleases him to have 20 units in the field, and being able to afford this from a financial point of view, then that's it.
Things like this are player's choices, may they be good or bad.
The game should not try to punish the player for such things, nor should it try to "force" the player to follow a pre-defined path of playing. That would be very one-dimensional.
It may be appealing to some, to others it clearly is not.
The review is so bad, I'm highly inclined to call it a malicious misrepresentation of the game, if I didn't think that he was honestly that clueless.
I would not recommend this review to anyone who wished to find out what the game was about. Too many inaccuracies and purely interpretative statements.
The malicious misrepresentation I find by somebody else, to be honest.
From having read quite some of your remarks in the past I have got the impression that you're playing on midfield difficulty settings and smaller maps.
Which is ok, since that seems to be your preferred playstyle. Nothing to argue about that.
Yet, the picture may be completely different when playing on higher difficulty settings, with huge maps and finally taking into account that there may have been a pause of some days in your playing (after all, for some there is something like real life).
Finding back into such a game after some days is not very much supported by the game since essential information are not easily available.
Once again, this accounts to "UI weaknesses".