And which things discussed here have been implemented yet?
I'm not sure what you are referring to, this is a fairly short thread, and everything discussed is now implemented.
BTW, I agree with increasing city maintenance cost, but I don't agree with changing the formula so drastically like this, at least while it isn't fully understood and brought for comparison/study.
Please, do study. I will change it if it proves to be unbalanced or exploitable. I would rather move fast and break things than sit around and discuss theoretically in a committee. It's much easier to figure out what to fix after playing an actual game than discussing theory. So do play a few games and come back. I was honestly hoping you would. You've been enlightening so far.
The formula I replaced it with is an exponential formula, the version I finally settled on is:
number of city maintenance for one city = sum ( z ^ (i/y), i = 1 to NUM_CITIES) / NUM_CITIES
The z is the base number of city maintenance cost. The y is the target number of cities for the world map size (tiny map target cities is 3, gigantic is 10). NUM_CITIES = number of cities owned by the player.
While you are under the target number of cities, the summation will be very low (exponents to powers less than one produce small numbers). After you exceed the target number of cities, it slowly ramps up. The handicap infos still cap the max number of maintenance, but the caps are much higher (25gp/turn for noble).
And another thing I disagree is my first city actually costing anything in maintenance. This way we will have to gather some gold at the start of the game to compensate for the fact we are already losing money (or go back to Civ III and give a starting gold to players). Even on Gigantic it would cost 1gpt (1.66).
It's less than 1 GP/turn on Prince & Large map. I'm not sure if there are any other scenarios where it would be > 1 GP/turn, but maintenance that is less than 1 is rounded down to zero. No harm there.
I don't know on AND, but BtS (and LoR) had a balance in mind with City Maintenance. The value is low indeed, and is tied to your Handicap (it can be checked on CIV4HandicapInfo.xml). This was balanced with State Property. On the highest difficulty, the worst a City Number Maintenance could get was 8gpt. With a courthouse 4gpt. If you run State Property, all your cities are now costing 4 or 8 gpt. This was to balance the lack of corps and let players without corps to win the game even if someone is getting many corps.
RAND has a lot more sources of income, and now that inflation is gone, city maintenance can take the place as the gold sink - except you can actually do something to lower maintenance.
AND has also a tech with no distance maintenance cost I believe, so that should be balanced together with an increase in the Number of Cities Maintenance Cost.
I didn't touch distance maintenance.