You must forgive me, but I find Maritimes to have their own drawbacks already. They can get killed, they can be somewhere you can't meet them, or you can alienate AIs to get to them. Granaries and Farms are constants. This means that they must be less powerful than situational benefits.
Ahriman said:
Foolish comparison. You can't get a theatre unless you already have a colosseum, and you generally don't build theaters unless you already have colosseums in most places.
You can't choose to meet your happiness needs by building either superior colosseums or inferior theaters. If you could build as many of each as you liked, you would only ever build the colosseum, and the theater would be useless.
Which is kinda the point; watermills are useless and farms and grassland are underpowered because its cheaper just to get the food you want from Maritime CS instead.
So maintain a Maritime CS alliance costs me ~8 gold per turn (roughly 250 gold / 30 turns).
For that 8 gold, I can be getting a bonus larger than a granary in every city I have.
Consider the cost of buying and maintaining a granary in every city, vs the cost of getting and maintaining a Maritime CS alliance - which will also give me a luxury and probably strategic resource too, and sometimes some minor military support.
To even have a Maritime ally, you have to be able to find one. That is not a sure thing on all map settings. Also, it must not die.
In order to have the bonus, you must invest 500 gold up front, and this will last you ten turns or so, if you do not invest in Social Policies that extend the advantage. If you invest in the right social policies (additional cost!), then I'd broadly agree that you can extend it longer. However, in general, 250/30 turns does not hold true. You will need to pay again soon after the initial investment.
This 8 gold will generally not be larger than a Granary in every city until Industrial Era (where it increases to 3/city). Also, having a Granary in each of 6 cities only costs 6 GPT.
Ahriman said:
Again, straw man. The game is not splilt up into size 1, and then final "target" size. The whole game occurs along the way, and the yields you get along the way matter.
It really depends on how fast the city is growing. If you're working grassland TPs, excess food from two CSs starts at +8, and this plateaus at around size 6-7, when growth will take 9-10 turns per pop.
A food focused city should grow twice as fast in the mid-sizes, meaning a food city hits size 10 when a TP city is only about size 6, 7? The TP city will provide TP returns along the way, but its TR income will lag, and it maxes out much later.
Ahriman said:
Wilderness? Where? Hardly. There are new cities in China in areas that used to be farmland a few decades ago (Shenzen is the main example), but its not areas that had no human habitation before.
Actually, there are cities in China where there was wilderness before. Those along the Three Gorges, as mentioned. Forgot the name. Before those cities were built, there were isolated farmsteads and such along the river, using the river to sustain themselves, but human presence was sparse.
Ahriman said:
Yes, and they still aren't populated now, and chances are they never will be. Like, chances are most of Canada and most of Siberia and most of central Asia will never be substantially populated.
There are, to my knowledge, several new towns near my vicinity where there used to be jungle. Not populated then, populated now.
Ahriman said:
The cities that exist now existed then, yes. Sydney founded around 1820.
Significant New Zealand (European) settlement began in the 1840s, and this is the last major new settlement anywhere.
I think this is primarily because there isn't any more land to settle, not because we can't populate new towns fast enough.
Of course, New Zealand is the last European new settlement of note. Is this true in general? How about Chinese, Russian, and African settlement?
Ahriman said:
Thats because most of it is useless desert. The population isn't small relative to the actually habitable areas, the water supply, and so forth.
And you still haven't made a gameplay reason as to why cities founded in the lategame need to be significant (other than maybe in marginal areas for grabbing oil and uranium).
Cities founded in the latter portions of the game need to get up to speed quickly or they simply become nonentities - used exclusively for territorial control of resources. Australia was founded in the 1800s. What is that? turn 260? And yet it's a strong nation now. It should be possible to start that late and yet be strong.
And yes, Australia's population is minuscule relative to the habitable area.
At the close of 2008, its estimated population was 21 million. The Philippines, consisting mostly of uninhabitable mountain and ocean, and a fraction of the size of one of Australia's colonies, has 90 million.