Civ5 doesn't seem to have the negative feedback mechanisms that kept former civs more interesting I feel.
For example, the happiness system. Each additional city costs a fixed 3 happiness. However, with other civs, generally each additional city resulted in an increasing penalty, so it was much tougher to maintain a large empire, and small civs could sometimes still compete.
Worse still is the tech system. Before, staying the tech leader was tough, as civs behind could tech trade to stay in touch. However, with research agreements, instead of more helping those civs who are behind in tech (which would make sense I think from a realism and gameplay viewpoint) they give just as much, if not more science to the leading civ, expanding their lead. Combining this with the fact that research agreements are a fixed price regardless of tech rate and potential benefit further makes it tougher for small civs.
As a result, I find it hard to find a difficulty that makes it an interesting game. Either I get thrashed, barely able to stay alive and completely out-teched, or the opposite happens.
Are there any map settings/mods that I can get that balance the game a bit and add some negative feedback factors so I can actually play games into the 1900s at least, without having to hold myself back?
Here's some suggestions I'd like:
(1) Instead of adding a flat 3 unhappiness per city, perhaps make it 0, then 1, 2, etc. Up to 7 cities, unhappiness will be the same or less, but then after that unhappiness will be above the status quo. This will be a brake on larger civs. You could play with the exact numbers, but this is the idea.
(2) Research agreements give science based on the opponent's research only, not your own. There should be no caps based on own science level, so low teching civs could stay in touch with research agreements and not end up in the dark ages.
For example, the happiness system. Each additional city costs a fixed 3 happiness. However, with other civs, generally each additional city resulted in an increasing penalty, so it was much tougher to maintain a large empire, and small civs could sometimes still compete.
Worse still is the tech system. Before, staying the tech leader was tough, as civs behind could tech trade to stay in touch. However, with research agreements, instead of more helping those civs who are behind in tech (which would make sense I think from a realism and gameplay viewpoint) they give just as much, if not more science to the leading civ, expanding their lead. Combining this with the fact that research agreements are a fixed price regardless of tech rate and potential benefit further makes it tougher for small civs.
As a result, I find it hard to find a difficulty that makes it an interesting game. Either I get thrashed, barely able to stay alive and completely out-teched, or the opposite happens.
Are there any map settings/mods that I can get that balance the game a bit and add some negative feedback factors so I can actually play games into the 1900s at least, without having to hold myself back?
Here's some suggestions I'd like:
(1) Instead of adding a flat 3 unhappiness per city, perhaps make it 0, then 1, 2, etc. Up to 7 cities, unhappiness will be the same or less, but then after that unhappiness will be above the status quo. This will be a brake on larger civs. You could play with the exact numbers, but this is the idea.
(2) Research agreements give science based on the opponent's research only, not your own. There should be no caps based on own science level, so low teching civs could stay in touch with research agreements and not end up in the dark ages.