I haven't played Civ5 yet. I wanted to play Civ5, but I don't, so much, any more.
http://www.garath.net/Sullla/Civ5/whatwentwrong.html :
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After 150 turns of peace, suddenly all my allies hated me. I think they got mad because I razed some Arab cities, but who really knows? The game sure wasn't about to tell me. It felt like a relationship with an overbearing girlfriend: "Well, if you don't know what you did wrong, I'm certainly not telling you!"
The latest patch has added a little bit of transparency to the process, while keeping the same underlying system in place. (Note that this is essentially an abandonment of the original design goal of "surprising" the player.) As I said above, the problem is that this transparency reveals the AIs to be totally nuts. They get mad at you for expanding. They get mad at you for settling near them (or not - sometimes they say this when you aren't even remotely close!) They get mad at you when THEY settle next to YOU. They get mad at you for building wonders. They get mad at you for having a large army. They get mad at you for having a small army. They get mad at you for going to war. They get mad at you for not going to war to support them, and then they get mad at you again when you do join them in their conflicts. They get mad at you for trying to win the game, and in fact the AI is specifically programmed to dogpile the human player when he/she gets close to victory, in the old Civ1/2 bullshit manner. Wow. With friends like that, who needs enemies?
Sigh.
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The only exchange of any consequence that remains takes the form of resource trading, and indeed selling resources to the AIs for gold has become a staple of high-level Civ5 play. This has created a further problem, however, as Civ5 foolishly returns to the Civ3 model of "anything purchasable with gold per turn income", allowing players to trade 30 turns of a luxury resource for a lump sum payment and then immediately declare war to break the deal. Or you can trade 50 gold/turn for 1000 lump sum gold, and declare war to avoid paying anything. You can even sell cities to the AI for thousands of gold, then use the gold to cash-rush an instant army and retake the same cities back once more. Exploitative, much?
Same deal in Civ2 I think. (*FACEPALM*)
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When it did release to the public, Civ5's MP turned out to be worse than anyone imagined. Not only is the game almost completely unplayable online, with drops and connection issues limiting games to a maximum of four total players, Civ5 lacks an incredible array of basic MP features. Not only are these features dropped from their previous inclusion in Civ4, it's simply hard to imagine how a mainstream game released in 2010 could possibly be so crippled for online play. Let me run through a quick list of these issues:
*FACEDESK, REPEATEDLY*
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- Note that there is no eight-second delay in Civ5 either, and unit movement rates are much increased, so be prepared for all sorts of insane double-moves of units. Have fun dealing with that Companion Cavalry that moved ten tiles across the turn split window before you could react. This is a major reason why "battles" in Civ5 turn into crazed click-fests to see who can move first. (More on this below.)
*FACEPIANO*
I think a large part of these failures may have to do with not recruiting sufficient beta testers... I actually I had a chance to beta-test this game. If I had a better computer and more time, I would have, and maybe would have pointed out some of these flaws.
Oh well! Maybe it'll be fixed in a few years.