First personal impressions of Civ V:
Pros
- Happiness is now divided across your entire empire, and the penalty for a short period of unhappiness is less crippling than the Civs before. Less tedious happiness micromanaging is definitely a good thing. Health is also gone, although I'm not sure if that's a good or a bad thing.
- The A.I., even on lower levels, is by no means a pushover. If you don't spend time planning where to place your units, they will make you regret it, unlike in earlier games, where the overall strength of your army was usually deterrent enough.
- The Adopt mechanic is far better than the old Civics system, since now you can customize your civics depending on what you need, instead of always having to choose between sets of bonuses and penalties.
- No more tech trading. I hated that, because Civs always freely distributed techs around, cutting each other ridiculously generous deals, except for the player, who had to bleed through the nose for it. The new research project thing can be similarly abused, but nowhere near as flagrantly.
- Leaders speak their own language. That's a nice thing they implemented.
- Ranged combat makes more sense than before, with ranged units actually being able to attack across tiles.
- Cities are now defended even if a unit doesn't garrison them. That means you don't *have* to garrison each and every city to prevent the enemy from walking right in, and even if you're caught unprepared, your cities will often be able to withstand attacks for a while, so your army can move toward the enemy.
- Jungles can be cleared much earlier in the game, and thank Sid for that! If there's one thing I *hated* about the old Civs, it was all those useless, shitty jungle tiles that you couldn't clear until the Renaissance.
- Hexes are better. I guess.
Cons
- Units cannot stack. What the Hell, Civ? I can kinda understand the reasoning behind it, to make maneuvering more tactical and all, but very often, it's extremely tedious and time-consuming to move units, especially through narrow corridors. And don't get me started about units escorting civilians. Or being unable to garrison multiple units in a city.
- Diplomacy has become completely opaque, and a lot of the things don't make sense (a Civ can hate your guts even though you traded fairly with them, joined together for several research projects, and fought a common enemy together - just because your borders are rubbing up against each other)
- Less strategic goods. I always liked the race that ensued when a new good was revealed.
- Overall, it feels a bit dumbed down. Not as much micromanaging is good, but several things that gave the game more depth (like religion, for instance) have been removed.
- What the Hell is a pact of secrecy? And why do Open Borders pacts always end after a set number of turns? It was more logical to just let them go on indefinitely, until one party cancelled them. The whole diplomacy system feels unintuitive and uncomfortable.
- The AI is still too much geared toward destroying the player instead of winning the game.
- City states providing quests is nice, but on the whole, city states are unnecessary and annoying, especially since you have to either manually (and tediously) guide your units around them, or have to endure those annoying "Trespassing" messages every turn.
- Where are the resource indicators? I like being able to quickly scan resources on the map occasionally, since I often look from a very high viewpoint. Now it's been replaced with this ugly, unworkable strategic map. Bah.
I'll probably think of more later on.