mystikmind2000: 4X - Sid Meier's Civilization: Beyond Earth - you know, that game suffered the same death sentence idea as civ5.... the 2 unit tile limit.
The idea was to get rid of stacks of doom, but they could have done that just as easily with a 3 unit limit, i could have coped with a limit of 3, but noooooew, they go and make it 2, fu--ing 2! - completely ruined both games, very sad.
TentacleMayor: As for me, I couldn't be happier about getting rid of that RNG system that had plagued the series from the start. I was happy enough to see doomstacks gone, but ecstatic that you could no longer get the old ''ancient spearmen can beat Panzers if RNGsus wills it'' trope.
Civilization 2 had a good way of handling it; units get more hit points than in later Civ games (10 at minimum), and more advanced units get more HP than more primitive ones (Gunpowder being the first big jump). So, to kill a panzer, a phalanx would have to win the dice roll 30 times before the panzer wins just 10 times, which is probably not going to happen (this assumes both units start at full HP).
This *was* a problem in the original Civilization, where all units had only 1 HP, and hence only one dice roll had to be made.
MajicMan: Dragon Quest Series (DQ VIII being my favorite in the series)
It turns out that only 1, 3, and the original version (only) of 5 are strictly turn based, and DQ9, the 3DS remakes of DQ7 and DQ8, and (to my understanding) DQ11 (and the JP-only MMO that was stupidly given a number), are far from turn-based (only the battles are). Specifically, the violations are:
DQ2: There's a lottery where there's a slot machine you stop in real time, and where, I believe, it matters when you stop it.
DQ4: There is one part where you have to sneak through a jail to rescue someone. It is a stealth sequence, but fortunately quite short and rather easy (having an overhead view without anything blocking vision helps here).
DQ5: In the remakes, there is a board game minigame, and certain squares take you to an area where you have a time limit in which to gather all the treasuers in the area. (Older DQ3 remakes also have this minigame, but lack this particular event.)
DQ6: There is one part where wou have to follow someone without being seen by them. Unlike the DQ4 example, this segment is quite annoying.
DQ7: I remember there being moving platforms in this one. The 3DS remake has visible enemies that move in real-time.
DQ8: Certain special monsters you can catch move in real time outside of combat. In the 3DS remake, this is now the case for all normal enemies.
DQ9/DQ11: Visible enemies that move in real-time. (I haven't played DQ11 (and probably won't anytime soon), so it could have other violations, but this one sticks out like a sore thumb since it permeates the entire game, except in encounter-free zones and on the ship.)