Reading through all these posts, and feeling some (though not all) similar frustrations, I think I understand the fundamental issue here.
Let us cast aside tech bugs and AI issues for the moment, as these are fixable in time.
Instead, let us examine the fundamental game design, which we are basically stuck with.
For most of its history, the Civ series has been a hybrid of 1) history simulator and 2) game. This means that it is a loose attempt to model the way civilizations have grown and competed over time, whilst offering entertaining gameplay and a balanced challenge.
Sometimes the game erred a little too much in one direction or another, losing balance in favour of simulation, but overall this was a stunning example of a game that married these two elements.
Fast forward to Civ V. What we have here, I believe, is an attempt to make far more game and far less simulation.
A series which had become an increasingly complex and subtle effort to include many different strands of human competition - economic, religious, scientific, military etc etc - has been stripped down, in practice, to an old style military board game.
Yes, there are some different approaches to how you build up, and yes, there are varying victory conditions, but broadly what we see here is an attempt to balance a series of nuanced approaches to what is in essence a full frontal military battle.
Gone is meaningful religious intrigue. Gone is espionage. Gone is the possibility to bribe people through economic might. Genuine culture victory ( Gal Civ 2 style) is not on offer. Asymmetric warfare is not there. Clever diplomacy is not there. Clever use of trade is not there.
A simpler tech tree may be better for pure competitive gameplay (jury still out), but bears far less relation to genuine tech development than before.
The social policy trees offer genuinely interesting choices, but gone is any sense that they simulate the evolution of a genuine human empire. They just don't.
We have renaissance cities able to hurt stealth bombers, samurai able to dent tanks; and goodie huts that create riflemen in the stone age; again, gameplay decisions that may offer laggards a chance to stay in the game, but which makes no sense to a historical simulation.
In other words, this could ultimately be a decent strategy game, once the kinks are rolled out, but a history simulation this is not.
If you are looking for what Civ was - an attempt to balance gameplay and world simulation - then Civ V is not really for you.
If what you are looking for is a fairly fun, loosely history inspired, hex based military battle game, Civ V promises to be an entertaining and potentially quite decent strategic game.



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