4. Gameplay & Game mechanics
*Railroads don't need to be unbroken to give production bonus.
*If you connect a city to the capital with a railroad, the city gets a +50% production bonus, but the capital itself does not.
*There are nearly no tech requirements, you can easily skip certain techs like musketman/riflemen and go straight for infantry. Rifling should be a requirement for infantry. GDR should need robotics.
*Upgraded artillery -> rocket artillery still need to set up before bombarding
*Crossbowmen get upgraded to riflemen and their ranged promotions become useless
*Air strikes take forever since the unit physically flies from the destination, to the target and back, regardless of the distance and how much of it is on screen.
*Scale the happiness provided according to map size, so that the world can be sufficiently populated.
*The "Terra" map style will not provide different resources for different continents. This really takes the joy out of discovering the new world.
*Penalty for unhappy empire is too low.
* Map Replay: There is no map replay upon completing a game.
*The fact that roads do not allow certain units to pass each other adds a layer of micro-managing which takes away from game play.
*Moving multiple naval units at different speeds can be very frustrating.
* Multi-turn moves. In former Civ games, when a unit was order for multi-turn moves, it moved during your turn, generally after you had moved the currently active units and before you hit end turn. After all, they do move during your turn. Instead, Civ V asks you to end your turn before moving those units. Its nice to be able to tell where you might need to move units that still have MPs left AFTER the units you ordered last turn(s) have moved.
*Bonus resources feel pointless.
F.e. right now there's no reason to build a pasture on a cow, for example as it's almost always better to spam a farm.
A grassland-cow gives 3 food 1 production. A normal grassland with a farm eventually gives 4 food.
* be able to build up forests/jungle again. Its important for Iroquies and universities.
*Purchasing the same tile can cost differently for different cities that are close to each other.
* Egypt civ unique building is too rewarding.It has 0 maintentance and 2 culture and 2 happyness rendering the construction of any other happyness building overall useless.
* Egypt with their civ unique treat combined with marble and +33% wonder building policy constructs wanders faster then normal buildings(Pyramids 11 turns/Granary 15 you get the picture).
*No trade routes along a river
*Considering that each Great scientist provides a free tech, whenever you want it, there seems no real reason to build the scientist improvement to get a paltry 5 science. Especially since while it gives 5 science per turn, you lose the advantage of whatever other improvement you were going to build (2 food, 1 production, 2 gold, etc).
*A unit's multi-move path in terrain out of viewing range is sometimes plotted using information unavailable to the player like opposing civ unit locations or barbarian encampments.
*When u have the option of displaying yields when civilian units are selected, the great general displays it. Not very useful and very confusing when waging war.
*Slow production pace vs. fast tech pace: Buildings and units seem to build too long compared to benefit and compared to tech rates (I can often tech faster than the units I'm building).
*Several buildings seem too costly for their benefits. Granaries and Courthouses are frequently mentioned.
*a lot of the buildings are pretty much useless, some Wonders as well. As an example, you can put a lot of hammers in a building that makes you build military units a bit faster, but with so few military units in the game there's really no point.
* People are upset if you have population and build slowly. If you stop expanding, your people build slowly. If you starve your population to reduce it, your people build slowly. Kind of a built in lose/lose.
* if your people are unhappy, you can build a coliseum but building it takes very long.
* "raze" and "annex" both lead to "annex".
* 1UPT makes it hard to navigate at chokepoints.
* social policies should be more flexible, an empire should be able to change it's directions over the ages
*Great People are unbalanced. They usually have two options. One of which is extremely overpowered, and one which is extremely underpowered.
* Exploring troops who pop goody huts should not get the 'improved weapons' bonus if it takes them more than one tech level ahead.
* embarked units appear to exert a zone of control over land. The AI's pikemen on a boat can stop your land units from freely moving around on land
*many units don't need the resource they depend on like War Elephants don't need the ivory resource.
*No dedicated servers
*constant lag issue
*no online ladder and rankings
*no unit animation (no option)
*no way of reconnecting a game
*no way of joining a mid-game through invite.
* No Ability to easily play modded MP Games
* No Ability to easily save MP Games
*no abilty to add more then the defualt number of players in MP
*In multiplayer, when you have human and AI players human players seems to start next to one another every single time, forcing early confrontation, which is not always desired.
*when selecting a leader/civ in a multiplayer lobby, it does not show you their perks/unique units. This information is not on the tech tree / info sheet that came in the box either.
* No SP Scenario
SP consists only of "Play Now" and "Custom Game". It doesn't get any more plain than this.
7. left to discuss
* It is almost unanimosly agreed by the community that the trading posts are ugly and break the scenery immersion.
There is often the wish for a graphic like small towns.
*No option to enable Random Events
* No Wonder Movies an no Victory Movies:
* No End Game Cinematics
* Satellites do not reveal the map
* No map trading
* No era specific Music.
-to be continued and worked over-