Thalassicus
Bytes and Nibblers
Shifting a conversation about late-game conquest over here. 
The problem is conquest becomes too easy once we've conquered a lot. The tricky part is how to make late conquest harder for people pursuing a conquest victory, but still possible if we start warfare in the late game to support a different victory. In other words, it's not exactly a late game problem. It's a steamroller effect. Once we have enough power nothing can stop us.
This is why one of the first things I did is eliminate the +50% experience policy from the Honor tree. A similar idea is late game experience buildings (like the Military Academy) could provide a larger bonus than early buildings. This would let late players "catch up" with the more-experienced units of players who started conquest early. Our old units would face tougher enemies.
We could also try an economic approach. For example, I could re-introduce the maintenance cost on courthouses. The problem with that is although it does reduce our power, it's not fun to pay such high maintenance for a building that doesn't have any visible per-turn benefit. Hmm... this could tie in with an idea I believe EmperorFool made a few weeks ago. I could make the courthouse show its actual happiness benefit on the tooltip. That would give it a more tangible value.
I think one fundamental issue is the balance between puppets, occupied, and annexed cities. I feel the bonuses on them right now are too complicated and don't slow down conquest enough.
Cities look like this right now:
All Cities
Occupied
Razing
Puppet

Spoiler :
I also think Autocracy needs to be a little stronger, simply because you get it so late, and if you ARE going for a Conquest victory - which I did last game - you're pretty much finished by the time it opens up to you. I don't know how to fix this really, since Conquest victories are always done and dusted by the Industrial era, especially on the slower speeds.
I know what you mean. Lately I've been trying to focus on what can make the end game better - that is, more competitive - as opposed to just longer. I want to get a few games under my belt with all the new changes, then try to come up with something.
The problem is conquest becomes too easy once we've conquered a lot. The tricky part is how to make late conquest harder for people pursuing a conquest victory, but still possible if we start warfare in the late game to support a different victory. In other words, it's not exactly a late game problem. It's a steamroller effect. Once we have enough power nothing can stop us.
This is why one of the first things I did is eliminate the +50% experience policy from the Honor tree. A similar idea is late game experience buildings (like the Military Academy) could provide a larger bonus than early buildings. This would let late players "catch up" with the more-experienced units of players who started conquest early. Our old units would face tougher enemies.
We could also try an economic approach. For example, I could re-introduce the maintenance cost on courthouses. The problem with that is although it does reduce our power, it's not fun to pay such high maintenance for a building that doesn't have any visible per-turn benefit. Hmm... this could tie in with an idea I believe EmperorFool made a few weeks ago. I could make the courthouse show its actual happiness benefit on the tooltip. That would give it a more tangible value.
I think one fundamental issue is the balance between puppets, occupied, and annexed cities. I feel the bonuses on them right now are too complicated and don't slow down conquest enough.
Cities look like this right now:
All Cities
- +60
cost for all national wonders.
- 4
anger per city
- 4
anger per 4
population
- Adds to policy costs.
- 4
- 4
per 4
- 3
from Police State policy (from courthouse).
- Adds to policy costs.
- Can be razed.

- 5
- 5
per 4
- 0
per 1
- -25%
- -25%
surplus
- Adds to policy costs.
- Can be razed.

- Identical to occupied. A "razing" city is just an occupied city losing 1 population per turn.

- 3
- 4
per 4
- 0
per 1
- -25%
- -25%
surplus
- No policy cost increase.
- Cannot control production.
- Cannot purchase tiles.