First some rant on strategy games in general. The discussion for strategy games is probably the worst out of any game genre, because you have a ton of people who have no idea what they're talking about thinking they know what they're talking about. This isn't like 'Hunters are overpowered' where there might at least be some basis in reality that's measureable. Strategy games, if it is a well designed one, tends to be very hard to win in the 'bad' scenarios. There's a reason why nobody will actually waste time to prove that a 5-star difficulty player in ROTK 11 is indeed unwinnable. Even if you were able to win you'll have to resort to some very degenerate playing (manipulating RNG seeds until every move comes out with the exact outcome you need). If you know anything about the game, or even the genre, you'll know that winning these impossible scenarios is no feat of skill, but rather either manipulation of game mechanics or outright cheating, and sometimes both.
Yet Civilization 5 has a ton of people who are probably not even average strategy game players who certainly think they are good. After all that's why people even talk about playing on the Deity difficulty, which according to Steam has been won 1.1% of the time. I played Deity once on Civ 2 and it's pretty clear this difficulty is not tested for any sense of balance. I can win it but it basically requires abusing game mechanics to wipe out the computer's impossibly huge advantages, or I can play the game legitmately on a lower difficulty setting. There's a manga called Buzzer Beater that's about earthlings training super hard for the galactic league where you got aliens that can dunk on the 20 foot rim. However in the end, it turns out no matter how hard earthlings tried they still got swept by the LA Clippers of the galactic league, and earthlings end up joining the D-League. The Deity difficulty in Civ games is the galactic league. It doesn't matter how good you are, it's never supposed to be beatable with any kind of play that resembles legitmate playing. Now the AI in Civ games is atrociously bad, so you might still be able to win because the AI might forget that it can say, upgrade its units, or how to attack, but that's not because you're awesome at this game. Really I have a hard time seeing any good strategy game player even take Deity mode seriously. You simply cannot win it if you have any respect to the genre, and if you want to abuse game mechanics to win, might as well use an editor and give you infinite money or whatever. Civilization series isn't even a very complicated game. With nukes being completely uncounterable in Civ 5, a very simple strategy for the AI to win would be to simply crank out units and fortify them on every hex on the map until it has nukes, and then just nuke you to death. Yet I see people congratulate themselves for being good players when you see the AI attack positions that even an amateur should not attack, especially given open terrain = suicide prior to the last patch.
At any rate the hotseat mode finally allow me to control all the players so I don't have to deal with the sorely lacking AI. One thing that's immediately obvious is that the cost of units in this game is out of whack. If you're doing anything remotely resembling progress on the tech tree, you'll barely have enough time to build all the buildings you can build let alone units, so unless you just stop your research progress you won't even have time to build units. Unless I play as Germany, I have never had a game where I got anywhere close to my supply limit, and of course the unit maintenance cost means you'll be bankrupt if you're ever close to your supply limit. The biggest army I ever fielded was 5 units, and anything bigger would bring your economy to ruins. I guess you can just ignore your economy since the game apparently doesn't actually disband your units for going into a deficit despite claiming to, but again one should not be taking advantage of obvious game errors just because you can.
Now you can have a wargame with relatively few units. ROTK11 has maybe 10 units on each side per battlefield and that'd be a very massive battle, but units in ROTK11 are very complex entities with many options per unit. In Civ 5 you're talkingt about 3 pikeman versus 4 pikeman or something equally boring, and generally speaking whoever is fortified on the hills is going to win anyway unless there's an unbelieveable difference in tech/xp. Now having simple game mechanics is fine, as long as you have enough units. Super Daisenryaku has a pretty simple combat system (the numbers are complicated but the results are obvious) but it's where you move these unist that matter, but in Civ 5 you'll never be able to afford them unless you mod the game, and for that matter you'd never need those units to begin with since cities are virtually unassassilable by less than 4 units as long as you have Oligarchy, and whoever has 4 more units than you need to give up a ton of building potential if he was a human.
Thankfully Civ 5 is easily moddable, though I still don't understand how they can just hand out a bunch of variable with no comments and expect people to figure out. Sure, 'ResearchModifier' is easier to deduce what it does, but UNIT_MAINTAINENCE_MULTIPLIER doesn't tell you much when the unit maintenance cost is something like (TURN_ELASPED * INFLATION_FACTOR^(FOOBAR+UNIT_MAINTENANCE_MULTIPLIER/UNIT_MAINTENCE_DIVISOR). Sure you can figure out lowering this variable probably makes the unit maintenance cost lower, but that's about it. You certainly have no idea how much lower it will be other than that it'll be lower. It seems to me most American strategy games aren't actually tested. If someone tried to play Deity legitmately as a play tester he might notice that losing basically as soon as you start the game isn't exactly the kind of gameplay that's a challenge, and that winning clearly involves playing in a way that no designer ever intended.
However on the opposite spectrum you got games like Koei's Nobunaga's Ambition or ROTK, where they are pretty faithful simulators of reality. That means if you're not supposed to win you don't win at all, and if you ever jump out to a lead you will definitely win. It's kind of ironic that because the AI in Koei's games are challenging that actually makes the game very unsatisfying. You know that once you achieve some kind of even minor dominance you can win by playing defensively because the AI will never suddenly get way more troops than you just because you're winning. But you also know at this point the AI will play very conservatively which means you can win but you have keep buliding until you have an absolutely overwhelming advantage, otherwise the AI is quite capable of turning things around. Therefore although victory is assured, it can take forever to actually win because the AI correctly defends against what is basically an unwinnable situation for it. So if you want fun what you have to do is just randomly give AI Civilization Deity's like bonuses via the editor, and then they will actually attack and you can test your skills against these odds. But you can't give them those advantage at the begining, since the AI is designed to be challenging even with equal resources, so anything that remotely favors it means you'll probably die as soon as your grace period of 3 month ends because the AI will crush you ruthlessly. Koei's games are better as strategy games, but ironically they're less enjoyable to play against the computer since the computer either totally crushes you, or you can totally crush them, as it doesn't hold back when it can win, and it never receives any significant bonus for being the computer.
Yet Civilization 5 has a ton of people who are probably not even average strategy game players who certainly think they are good. After all that's why people even talk about playing on the Deity difficulty, which according to Steam has been won 1.1% of the time. I played Deity once on Civ 2 and it's pretty clear this difficulty is not tested for any sense of balance. I can win it but it basically requires abusing game mechanics to wipe out the computer's impossibly huge advantages, or I can play the game legitmately on a lower difficulty setting. There's a manga called Buzzer Beater that's about earthlings training super hard for the galactic league where you got aliens that can dunk on the 20 foot rim. However in the end, it turns out no matter how hard earthlings tried they still got swept by the LA Clippers of the galactic league, and earthlings end up joining the D-League. The Deity difficulty in Civ games is the galactic league. It doesn't matter how good you are, it's never supposed to be beatable with any kind of play that resembles legitmate playing. Now the AI in Civ games is atrociously bad, so you might still be able to win because the AI might forget that it can say, upgrade its units, or how to attack, but that's not because you're awesome at this game. Really I have a hard time seeing any good strategy game player even take Deity mode seriously. You simply cannot win it if you have any respect to the genre, and if you want to abuse game mechanics to win, might as well use an editor and give you infinite money or whatever. Civilization series isn't even a very complicated game. With nukes being completely uncounterable in Civ 5, a very simple strategy for the AI to win would be to simply crank out units and fortify them on every hex on the map until it has nukes, and then just nuke you to death. Yet I see people congratulate themselves for being good players when you see the AI attack positions that even an amateur should not attack, especially given open terrain = suicide prior to the last patch.
At any rate the hotseat mode finally allow me to control all the players so I don't have to deal with the sorely lacking AI. One thing that's immediately obvious is that the cost of units in this game is out of whack. If you're doing anything remotely resembling progress on the tech tree, you'll barely have enough time to build all the buildings you can build let alone units, so unless you just stop your research progress you won't even have time to build units. Unless I play as Germany, I have never had a game where I got anywhere close to my supply limit, and of course the unit maintenance cost means you'll be bankrupt if you're ever close to your supply limit. The biggest army I ever fielded was 5 units, and anything bigger would bring your economy to ruins. I guess you can just ignore your economy since the game apparently doesn't actually disband your units for going into a deficit despite claiming to, but again one should not be taking advantage of obvious game errors just because you can.
Now you can have a wargame with relatively few units. ROTK11 has maybe 10 units on each side per battlefield and that'd be a very massive battle, but units in ROTK11 are very complex entities with many options per unit. In Civ 5 you're talkingt about 3 pikeman versus 4 pikeman or something equally boring, and generally speaking whoever is fortified on the hills is going to win anyway unless there's an unbelieveable difference in tech/xp. Now having simple game mechanics is fine, as long as you have enough units. Super Daisenryaku has a pretty simple combat system (the numbers are complicated but the results are obvious) but it's where you move these unist that matter, but in Civ 5 you'll never be able to afford them unless you mod the game, and for that matter you'd never need those units to begin with since cities are virtually unassassilable by less than 4 units as long as you have Oligarchy, and whoever has 4 more units than you need to give up a ton of building potential if he was a human.
Thankfully Civ 5 is easily moddable, though I still don't understand how they can just hand out a bunch of variable with no comments and expect people to figure out. Sure, 'ResearchModifier' is easier to deduce what it does, but UNIT_MAINTAINENCE_MULTIPLIER doesn't tell you much when the unit maintenance cost is something like (TURN_ELASPED * INFLATION_FACTOR^(FOOBAR+UNIT_MAINTENANCE_MULTIPLIER/UNIT_MAINTENCE_DIVISOR). Sure you can figure out lowering this variable probably makes the unit maintenance cost lower, but that's about it. You certainly have no idea how much lower it will be other than that it'll be lower. It seems to me most American strategy games aren't actually tested. If someone tried to play Deity legitmately as a play tester he might notice that losing basically as soon as you start the game isn't exactly the kind of gameplay that's a challenge, and that winning clearly involves playing in a way that no designer ever intended.
However on the opposite spectrum you got games like Koei's Nobunaga's Ambition or ROTK, where they are pretty faithful simulators of reality. That means if you're not supposed to win you don't win at all, and if you ever jump out to a lead you will definitely win. It's kind of ironic that because the AI in Koei's games are challenging that actually makes the game very unsatisfying. You know that once you achieve some kind of even minor dominance you can win by playing defensively because the AI will never suddenly get way more troops than you just because you're winning. But you also know at this point the AI will play very conservatively which means you can win but you have keep buliding until you have an absolutely overwhelming advantage, otherwise the AI is quite capable of turning things around. Therefore although victory is assured, it can take forever to actually win because the AI correctly defends against what is basically an unwinnable situation for it. So if you want fun what you have to do is just randomly give AI Civilization Deity's like bonuses via the editor, and then they will actually attack and you can test your skills against these odds. But you can't give them those advantage at the begining, since the AI is designed to be challenging even with equal resources, so anything that remotely favors it means you'll probably die as soon as your grace period of 3 month ends because the AI will crush you ruthlessly. Koei's games are better as strategy games, but ironically they're less enjoyable to play against the computer since the computer either totally crushes you, or you can totally crush them, as it doesn't hold back when it can win, and it never receives any significant bonus for being the computer.