A core set of balance changes

Actually, I wonder if city state gold contribution costs should scale by era too. Why should you pay the same gold in absolute terms for larger benefits late-game?
The gold costs don't increase, but the influence gained does decrease as the game progresses.

This is implicit in the nerf for maritime city states, the nerf to puppets, and the reduced food need for large cities.
The nerf to puppets is probably balanced by them no longer draining your treasury with all the military buildings.
 
Good ideas, I agree with everything on your list. #1, with puppet states, is especially frustrating, because if you get lucky the puppet states will build what you want and they are incredibly helpful, but if you get unlucky they will just drain all your gold and you can't remove the buildings at all.

Also, with regard to horsemen, I'm not even sure removing 2 strength is enough. 4 move and move after attack is just so incredibly powerful. I guess removing 2 strength would be a good start, though. Maybe add an additional penalty for them against cities.

edit: just read martin alvito's suggestion about the speed: "It's the movement that's the problem, not the strength rating. This should be intuitive, since you don't see anyone complaining about Knights or Cavalry. The 12:11:7*2 ratio of Horses:Swords:Spears isn't dissimilar from the 18:18:10*2 situation in Medieval or the 25:25 situation in late Renaissance."
That might be right. Why is a classical era unit faster than anything until combustion? It's fast enough so that it doesn't even matter if it's weaker than spears, because you can hit them with 3 horsemen in one turn and then run away to heal. and the 5 move of CC is just insane... it's like having a ranged unit with a range of 3.
 
I agree the speed is the main issue, however I do think a penalty against cities would be an added benefit for all mounted units. Sure, knights aren't as overpowered as horsemen, but with 18 str, 3 move, and attack-and-away capabilities, there's really no reason not to build knights over swords other than the cost and if you don't have the resources... but Horse is far more common than Iron. Though if these changes ever get incorporated, that should no longer be the case.

But Horses cover more ground, and can hit and run, an army of them is unstoppable even with 3 move, and I think cities should be their breaking point.

Personally I think I'm going to start working on my own patch while I wait for an official one. I feel like I'm cheating if I ever build a horseman and I can't justify playing with city-states anymore. Not only does Maritime need to be scaled back, but computer civs need to factor them into their grand strategy way more.

More importantly... it should be made harder to steal CS allegiances. I don't like it being a matter of flat gold. In one game, it was announced Gandhi got an ally, I said "really? hmm." and paid 500g to make them my ally... they were still allies with gandhi... I paid another 250 gold... they were mine. Too simple, too easy. Especially since I could acquire the gold to rob an A.I. of their ally from the A.I. itself if I really wanted.
 
Personally I think I'm going to start working on my own patch while I wait for an official one. I feel like I'm cheating if I ever build a horseman and I can't justify playing with city-states anymore. Not only does Maritime need to be scaled back, but computer civs need to factor them into their grand strategy way more.

More importantly... it should be made harder to steal CS allegiances. I don't like it being a matter of flat gold. In one game, it was announced Gandhi got an ally, I said "really? hmm." and paid 500g to make them my ally... they were still allies with gandhi... I paid another 250 gold... they were mine. Too simple, too easy. Especially since I could acquire the gold to rob an A.I. of their ally from the A.I. itself if I really wanted.
I actually don't think the CS are as broken as everyone says. 500 gold is really a lot early in the game, especially if you have to pay more 15 turns later. And if you steal the alliance away from an AI, that AI will get really mad at you. Do this several times and it's almost guaranteed they'll attack you. Plus, you never know when some other AI will decide to conquer that city state, which is really annoying if it happens right after you've paid 500 gold for an alliance.

What is broken, though, is the random quests for city states. Some are incrediby easy (hook up that resource you were about to hook up anyway!) while others are laughably difficult (build a road across the entire world! Destroy a city state that you're allied with! Help us fight the most powerful AI on the continent!). These quests have way too big an effect on the early game, and there's no way to turn them off. Getting barbarian killing missions from a maritime CS early on is better than popping a free tech from a hut.
 
The Babylonians and Assyrians would sometimes leave a puppet in charge of a region they conquered. Rebellions would often happen when huge military presence weren't near by. Then the empires were forced to send an army back after it. If the cycle went on they would annex it.

You don't have to worry about that at all. You are given a free pass on the biggest challenge of puppets. That puppets can't just control the people or that the puppet won't decide to try to lead a revolt. The people know you control the puppets and they don't like it.

All puppets won't automatically do whatever you want. Some might, some would completely ignore you, many would steal revenue for themselves or raise an army against you. Most somewhere in between.

The more troops you have the more influence you should have. No troops and you should see many revolts.

Even with the puppets building whatever they want the puppets are far too easy for the human player.
 
I like your suggestion about maritime cs. Having a % on the production of food will make important to choose between farm and anther improvement. For now farm are not usefull enought if you have magic food form the cs.

Great post and great ideas
 
Ok I'll admit it. I read the post a few times to find ways to pick apart. Posts full of change this! Change that! Normally annoy me as the people often don't really understand the game or how everything fits together. So I tried to find something to argue about.

Tried and failed. You really have a good understanding of the game.

Ok, 1 thing...I don't see anything wrong with hill farms, it's nice to have some great tiles to try to grab or even war for. Don't really want the tiles all balanced, I like having some parts of the map much better then others, something civ 5 already struggles with.

As far as strategic resources, I would go as far to say cut them by 50% across the board. I have never been limited by these resources, except coal in one game. Iron and horses feel way to plentiful, far more than ever needed. The city states have far too many as well. If we could cut these both in location and number the map would be more interesting. Although... many of the best units don't need resources anyways.
 
That is really an excellent list of suggestions.
In general I'd like to see things scale over time.
So for instance I'd like to see cultural city states go from 12-> 18 -> 24 in the industrial era.
Military give better units something similar should have to other city states.
Maritime should give a total of 8 food spread out evenly over all of your cities (maybe have the capital count double) and have it increase to 12 and 16 later. This would make it very valuable for a 3 city but only 1 or so food per city for huge empires.

Great Scientist become much to valuable later in the game, so I think once they hit the Renaissance they can't research a whole tech.
GM and GA I think both need help in the later game. Although I think the GA's structure maybe the only one worth building.

I also would like to bring back for Civ IV the requirements that current units require more than one tech. For example airplanes needed combustion. In Civ V, I find I completely ignore combustion because mech infantry doesn't require resource has the same strength than a tank better defense and is only a a couple of tech later in the tree.

I think we should definitely have resources increase gradually like farms and lumbermills. The interesting question is should a new tech (e.g. economics or dynamite) increase the production or should it unlock a new improvement. For example the strip mall that you need to upgrade manually... I basically disbanded all of my workers after I built my railroads in Bollywood game, because they are so expansive. Now it becomes a interesting choices do I keep some workers around to upgrade improvements.

Finally, I believe in general the game would be a bit better if most hammer cost of units and building were decreased by about 10% or at least some of the more marginally structures like forges or granaries.
 
I would add one more:
12. Scale the luxury resources happiness according to map size: On medium they should give 5 happy/resource , as now, on small 4 happy/resource, on large 6 happy/resource, on huge 7 happy/resource etc.
As for now its too easy to get ~+40 happiness on a small map, yet on large you really start having happiness problems.

Darek
 
1. Block puppet AI from building military structures, forge, or defensive structures. They build only culture, happiness, gold boosts, and science boosts.
Add a flat penalty (probably 30%) to the culture, science, hammer and gold output of puppet states. This makes them much less efficient, per unhappiness point, than regular cities.


With the penalty this sounds good.


2. Make great scientists produce a fixed number of beakers, that increases slightly with tech era. The effects of other great people doesn’t scale nearly so much.
Make research agreement costs increase by era proportionally to how beaker costs increase. Its lame that a cheap tech costs 250 gold in the early game, and an expensive tech costs a similar amount of gold in the late game.


Agree

3. Increase tech beaker costs by era, with later eras increasing by more. Eg: medieval by 10%, renaissance by 20%, industrial by 30%, modern by 40%, future by 50%.


Either increase production rates or slowdown tech. Unless you rushbuy things your tech level outpaces the rate that you can build structures or units.


4. Reduce the strength of the horseman and companion cavalry by 2.



Agree, also as others have said they need to lose a movement point. Maybe also the move after attack???


5. Increase the defensive improvement of all city defensive structures by ~25%. Maybe 50%? Defenses should be meaningful. At the moment, they aren't. This would also tend to reduce the problem where as soon as an AI loses its army, you can rapidly conquer all its cities.


Agree

6. Change maritime city states. Currently, cultural and military city states provide fixed bonus irregardless of empire size, but maritime give a bonus per city, and that bonus is large.
Make it a flat bonus somehow. One way to do this is to have it be a flat % bonus of food yield, that increases mildly by era. Eg 5% in ancient/classical, 6% in medieval, 7% in renaissance, 8% in industrial, 9% in modern, 10% in future. This way, a size 20 city gets a bigger boost than a size 4 city.



What if you gave a per city bonus with a cap? For instance you get 8 food - 4 for the capitol and 1 each for your next four cities. That way it does not over favor either big or small empires.


7. Reduce the amount of food needed to grow to population sizes over ~14. It should not be massively easier to have 2 size 10 cities than one size 15 city. This is a big penalty for small empires.


Not sure.

8. Make all horses produce only 2 copies, they are far too common. All other resources provide either 2 or 4. Alternatively, limit resources to 2 but have them increased slightly by tech. Resource constraints are not binding enough.


The limit of 2 with increasing by tech sounds good. Maybe +1 in the renaissance?


9. Make civil service apply only to farms on open terrain next to rivers/lakes. No more super hillfarms. Fertilizer boosts them as normal.


I'd leave as is. This way you have a choice between a trade post for 2 Hammer/2 Gold or a farm for 2 Food/2 Hammer. Mine need to get another hammer so that they are comparable.


10. Increase mine yields +1hammer at dynamite. Increase trading post and plantation yields +1 gold at economics. Why are lumbermills the only things that get a yield increase? (And why are they so much better than mines?)
Make farm yield boosts also affect pastures, so that bonus resources are actually decent bonuses.



I would make mines +2 Hammer, thus a 4 Hammer tile, at the start of the game and then add another at dynamite. For the pastures I would add one Food at the start, +2 total, and then add another Food at Biology or something.


Maybe fishing boats +1 gold at refrigeration?
11. Increase the yield of great person improvements with techs. Eg: Education increase Academy yield, Steel increases Manufactory yield, Acoustics increases Landmark yield, Banking increases customhouse yield. These things scale really badly.


Sounds good.

One I would add is to not allow Social Policies to be held off until the later, better policies become available. This abuse really compounds the City State abuse.
 
I actually don't think the CS are as broken as everyone says. 500 gold is really a lot early in the game, especially if you have to pay more 15 turns later. And if you steal the alliance away from an AI, that AI will get really mad at you. Do this several times and it's almost guaranteed they'll attack you. Plus, you never know when some other AI will decide to conquer that city state, which is really annoying if it happens right after you've paid 500 gold for an alliance.

What is broken, though, is the random quests for city states. Some are incrediby easy (hook up that resource you were about to hook up anyway!) while others are laughably difficult (build a road across the entire world! Destroy a city state that you're allied with! Help us fight the most powerful AI on the continent!). These quests have way too big an effect on the early game, and there's no way to turn them off. Getting barbarian killing missions from a maritime CS early on is better than popping a free tech from a hut.

They're completely broken because the A.I. doesn't invest in them like the human does nor do they have a sense of focus. If I have limits on my budget I can prioritize which CS I want and that priority will almost always choose maritime over the other CS because higher pops or better production output snowball into the combined effects of the other two CS. In any which way you slice it Maritimes need to be brought in line.

Sure, we could argue CS are balanced in the early game, but they're completely broken once the mid game rolls around since the player's cash-flow becomes much more steady. The additional flaw of Maritimes is that you can run nothing but trade posts and not need any farms for your empire and you'll be growing at the very least on par with your opponents. Not to mention you'll have the kind of economy that can rushbuy most buildings faster than their build times. The only reason players can reach such insane GPT's (or production levels, which rise greatly too) is because they can outsource their food.

The problem with city-states is that they're not an optional cost, as was described.. investing in them makes your empire and play better, period. In civ4 you could have two systems like specialist economies vs cottage spam and there's pros and cons to both... There's virtually no cons in investing in Maritime city-states as they increase the overall output of your empire to a great extreme. Maritimes boost your science, your production, your GPT, your capacity to run specialists.. pretty much everything.

So city-states might possibly be balanced... but Maritime city-states aren't.

This doesn't even speak about the way you can exploit them militarily... The A.i. seem to enjoy stomping on city-states and all it takes is for one CS to reach "always war" status with a civ. With that circumstance in play you can do the following:

-Remain an ally of the city-state, reaping it's bonus
-Remain a friend and trading partner with the City-state's enemy.
-Gift the CS your most powerful units and watch as it distracts or completely destroys said A.I.

The computer would likely never be able to take advantaged of such a situation. Another balance change for City-states should include the fact that if you ally with the, you must be at war with whoever they are war with.. There should be a notification that pops up before you confirm your gift of gold saying such will be the case. Currently, neither of those are the case.

Even if you couldn't obtain the CS as an ally, you can still gift it units and watch it create the grand and magnificent empire of Brussels while suffering no diplomatic penalties yourself. This also takes care of the "what if the A.I. tries to conquer them" problem ~ Gift the CS 3-5 units and they'll be perfectly fine. God help the opponent if you have a tech lead on them too... cause then they'll probably lose a couple of cities, too.

The city-states, just like puppets, is a system filled with holes. Unfortunately, I love city-states and think they're a grand addition to the series as a whole... they just need to be balanced and shouldn't blindly favor the human above all else.
 
I like your suggestion about maritime cs. Having a % on the production of food will make important to choose between farm and anther improvement. For now farm are not usefull enought if you have magic food form the cs.

Based on my fairly limited play experience so far, I regard the crazy free food bonus as the most broken thing in the game. Clearly anything that discourages people from building farms is seriously weird and unbalancing.

So I heartily approve of any suggestion that reduces this benefit to sane proportions.
 
Hospitals come into play far too late to matter.



Disagree. If you want a cultural win, you should be forced to stay small.

I'm sorry - I can't take this exercise seriously if you believe that one of the 4 basic victory conditions should require a small empire and be designed to favor 1 city games.
 
Good ideas, I agree with everything on your list. #1, with puppet states, is especially frustrating, because if you get lucky the puppet states will build what you want and they are incredibly helpful, but if you get unlucky they will just drain all your gold and you can't remove the buildings at all.

Also, with regard to horsemen, I'm not even sure removing 2 strength is enough. 4 move and move after attack is just so incredibly powerful. I guess removing 2 strength would be a good start, though. Maybe add an additional penalty for them against cities.

edit: just read martin alvito's suggestion about the speed: "It's the movement that's the problem, not the strength rating. This should be intuitive, since you don't see anyone complaining about Knights or Cavalry. The 12:11:7*2 ratio of Horses:Swords:Spears isn't dissimilar from the 18:18:10*2 situation in Medieval or the 25:25 situation in late Renaissance."
That might be right. Why is a classical era unit faster than anything until combustion? It's fast enough so that it doesn't even matter if it's weaker than spears, because you can hit them with 3 horsemen in one turn and then run away to heal. and the 5 move of CC is just insane... it's like having a ranged unit with a range of 3.

What is broken about horsemen is that they can retreat after they attack. It is ridiculous enough that the defender can't react while the attacker whales on them with unit after unit. If you attack someone you need to stay in a place where they can attack back - otherwise the game favors gimmicks and horses will be king. Replace the move after retreat with multiple attacks. And remove the magic insta-heal promotion. This combination would make it very hard to mop up a map with 4 immortal units.
 
A commendable effort Ahriman :)

I would add one or two things. The two most important for me:

1) Add happiness National Wonders and make happiness-induced golden ages cheaper (or scale with empire size). As it is, the only relevant happiness sources are happiness buildings and luxuries (yes, there is Notre Dame and the Eiffel Tower but they are pretty much not worth their cost). Both are much easier to come by if you have a large empire, so happiness doesn't work very well in limiting expansion.

What I would like to see are happiness sources that make it more viable for small empires to go for a golden age strategy. Adding one or two national wonders for having colosseums or theatres in each of your cities and that add something 10 happiness might be an excellent way to make the happiness golden ages more meaningful. I could also see implementing a diminishing returns mechanism for happiness buildings - for example, each copy of a happiness building you create could become a bit more expensive than the last. That is actually something you could conceivably do for all buildings to promote city specialisation and small empires.

As for why I think they should be cheaper, in my experience, the first one is fairly easy to come by, the second one is ok but after that I rarely get them. I admit I don't tend to have a very large happiness overflow but from some rough calculations I did the golden ages didn't seem worth it except for large empires.

2) Significantly increase the return of investment of most buildings. In my opinion, a lot of the buildings are so bad for what hammers and maintenance you sink in it's barely worth building them. A lot of this would, of course, be heavily influenced by increased tile yields so it has to be taken with a grain of salt.

For example, I tend to very rarely build even a measly barracks in my cities, much less an armory, and have never built the higher buildings, ever. Pretty weak promotions and high unit costs are another reason for this, but I think you can make a similar case for production buildings. Science buildings and money buildings are ok but production tends to be so low that I only build windmills (or hydro plants or solar plants) in very rare cases and the more specialised workshops and forges practically never.

Worst of all, though, are food buildings. But that is probably a lot due to the fact that maritime city states are so out of whack
 
They're completely broken because the A.I. doesn't invest in them like the human does nor do they have a sense of focus. If I have limits on my budget I can prioritize which CS I want and that priority will almost always choose maritime over the other CS because higher pops or better production output snowball into the combined effects of the other two CS. In any which way you slice it Maritimes need to be brought in line.

Sure, we could argue CS are balanced in the early game, but they're completely broken once the mid game rolls around since the player's cash-flow becomes much more steady. The additional flaw of Maritimes is that you can run nothing but trade posts and not need any farms for your empire and you'll be growing at the very least on par with your opponents. Not to mention you'll have the kind of economy that can rushbuy most buildings faster than their build times. The only reason players can reach such insane GPT's (or production levels, which rise greatly too) is because they can outsource their food.

The problem with city-states is that they're not an optional cost, as was described.. investing in them makes your empire and play better, period. In civ4 you could have two systems like specialist economies vs cottage spam and there's pros and cons to both... There's virtually no cons in investing in Maritime city-states as they increase the overall output of your empire to a great extreme. Maritimes boost your science, your production, your GPT, your capacity to run specialists.. pretty much everything.

So city-states might possibly be balanced... but Maritime city-states aren't.

This doesn't even speak about the way you can exploit them militarily... The A.i. seem to enjoy stomping on city-states and all it takes is for one CS to reach "always war" status with a civ. With that circumstance in play you can do the following:

-Remain an ally of the city-state, reaping it's bonus
-Remain a friend and trading partner with the City-state's enemy.
-Gift the CS your most powerful units and watch as it distracts or completely destroys said A.I.

The computer would likely never be able to take advantaged of such a situation. Another balance change for City-states should include the fact that if you ally with the, you must be at war with whoever they are war with.. There should be a notification that pops up before you confirm your gift of gold saying such will be the case. Currently, neither of those are the case.

Even if you couldn't obtain the CS as an ally, you can still gift it units and watch it create the grand and magnificent empire of Brussels while suffering no diplomatic penalties yourself. This also takes care of the "what if the A.I. tries to conquer them" problem ~ Gift the CS 3-5 units and they'll be perfectly fine. God help the opponent if you have a tech lead on them too... cause then they'll probably lose a couple of cities, too.

The city-states, just like puppets, is a system filled with holes. Unfortunately, I love city-states and think they're a grand addition to the series as a whole... they just need to be balanced and shouldn't blindly favor the human above all else.

I think all the things you've mentioned are only a problem on lower difficulties. On immortal and, especially on diety, the city state just don't work that way. First of all the AIs have so much gold that, even if they don't prioritize city states at all, they'll still wind up with allies because they have enough gold to spend on everything. And the more warlike AIs will just conquer all the city states around them. As stupid as they are on offense, they can still run over a city state with their vast numbers. You definitely can't just gift a city-state a few units and expect it to hold off a runaway deity AI- that AI will have a tech lead on you. I find that most city states are gone before I can even benefit from patronage.
 
and the same seems true for research agreements.
Sometimes research agreements cost 300 or 350 rather than 250, but I haven't found a clear pattern to this. It certainly isn't by era, and it certainly doesn't reflect the much higher cost of later techs.

There are a few ways to go about it if you want CCs to remain very special.
1) Heals on kills.
2) Doesn't require Horses.
3) 60H
Don't like 1, too similar to Janissiary.
Don't like 2, they should require horses, and they should be capped by the number of courses you can access.
Cost decrease might be feasible. But Greece is already strong, there's no reason why CC need to be a super unit.

The biggest issue with the tree right now is how quickly you can rush to Rifles with Artillery support, as opposed to the amount of time it takes to reach alternatives.
Part of this is the relative weakness of economy techs. Economy/social techs generally give you nothing except the ability to build some new structure, which doesn't really do anything that th earlier ones didn't do - just more happy, more culture, more maintenance. Whereas as soon as you get a military tech you can upgrade your army.
This is another reason why I suggested some yield changes from economy techs.

The gold costs don't increase, but the influence gained does decrease as the game progresses.
Do we know exactly how this works? I haven't noticed this as a significant change.

The nerf to puppets is probably balanced by them no longer draining your treasury with all the military buildings.
No, the nerf to puppets is much larger. If you Trading Post your puppets in the current system, the military buildings don't cost that much upkeep, a 25% penalty is more severe.

owever I do think a penalty against cities would be an added benefit for all mounted units. Sure, knights aren't as overpowered as horsemen, but with 18 str, 3 move, and attack-and-away capabilities, there's really no reason not to build knights over swords other than the cost and if you don't have the resources...
You risk breaking Mandelaku cavalry and its upgrades with a city-attack penalty, but otherwise I'm not strongly opposed. Would be good to make cavalry more specialist, but we don't want to over-nerf. I would prefer to make the resource requirements more binding.

but Horse is far more common than Iron.
My guess is that, overall, it is not more common in a mapscript sense. BUT it spawns in grassland and plains, which are where cities get settled, and where culture expands to, whereas iron is often in tundra, desert, and hills, which are much less likely to be within culture.
Also, iron shows up later, so its harder to settle near it.

I would move iron reveal to bronze working. It is terrible having it revealed at iron working. It means if you research iron working you often have to build a new city near the iron, and then build the mine, before you can actually get any swordsmen. So in practice swordsmen come much later than horsemen.

More importantly... it should be made harder to steal CS allegiances
Agreed. Possibly the amount of influence you get should be reduced the more influence other players have? Maybe a 25% reduction in influence for each friend they already have, and a 50% reduction if they are already allied?

Ok, 1 thing...I don't see anything wrong with hill farms, it's nice to have some great tiles to try to grab or even war for
My problem is that in the current system civil service is too powerful (but there is no other good way to nerf it) and it makes hill farm river tiles too uber in general.

Agree, also as others have said they need to lose a movement point. Maybe also the move after attack???
I don't like losing move after attack. This is the one thing that makes horsemen interesting, and different from other units. It is the defining characteristic of cavalry in this game.

What if you gave a per city bonus with a cap? For instance you get 8 food - 4 for the capitol and 1 each for your next four cities.
I thought of this, but I think it gets confusing and unintuitive, and introduces a city allocation problem (how is the bonus allocated across cities?) and can tend to favor the capital.

This way you have a choice between a trade post for 2 Hammer/2 Gold or a farm for 2 Food/2 Hammer. Mine need to get another hammer so that they are comparable.
No you don't. You have a choice between 3 hammer/1 gold, 2 food 2 hammer 1 gold, or 2 gold 3 hammer. [From mine, farm, trading post.]
Hills shouldn't be good food production tiles, or they make grassland too weak. Grassland's food production should be nice.

I would make mines +2 Hammer, thus a 4 Hammer tile, at the start of the game and then add another at dynamite. For the pastures I would add one Food at the start, +2 total, and then add another Food at Biology or something.
This kind of change would require totally retooling the entire economy, it messes up the costs and build times for everything, and makes lumbermills too weak early on and mines too strong.

One I would add is to not allow Social Policies to be held off until the later, better policies become available. This abuse really compounds the City State abuse.
The problem with doing this is that it can encourage you to avoid earning culture in the early game, so you aren't forced to spend it on weaker policies. Not a good plan IMO.

So city-states might possibly be balanced... but Maritime city-states aren't.
Right.

I'm sorry - I can't take this exercise seriously if you believe that one of the 4 basic victory conditions should require a small empire and be designed to favor 1 city games.
Ok. Bye!
It doesn't favor only 1 city games (on a high difficulty level, you risk getting slaughtered by a vast military if you only have 1 city).
But a passive victory condition like culture should require sacrifice. If you can get culture AND a big army AND a big economy AND big research, then what are you giving up?

Add happiness National Wonders
I'm leaving Wonders aside for now.

make happiness-induced golden ages cheaper
Disagree, golden ages area already incredibly powerful, making them cheaper would be totally broken, particularly with Persia and/or Chichen Itza.

I think they already scale; with a large empire it is much harder to have very high happiness, with a small empire it is easier.

Significantly increase the return of investment of most buildings. In my opinion, a lot of the buildings are so bad for what hammers and maintenance you sink in it's barely worth building them. A lot of this would, of course, be heavily influenced by increased tile yields so it has to be taken with a grain of salt.
I don't think this is the case. I think the main problem with some of the higher end buildings (eg public school) is that its too hard to build large enough specialist cities, because of how much food it takes over population ~14 or so.
Changing the ability to make large cities will change the value of many of the % multiplier buildings, and increasing the value of great people slightly will increase the value of specialists.

For example, I tend to very rarely build even a measly barracks in my cities, much less an armory, and have never built the higher buildings, ever
You should. Build all these in one city, then buy all your units there.

Worst of all, though, are food buildings. But that is probably a lot due to the fact that maritime city states are so out of whack
Right. Fix the ability to get massive food from Maritime city states and civil service, and they start looking a lot more attractive.
 
I thought of this, but I think it gets confusing and unintuitive, and introduces a city allocation problem (how is the bonus allocated across cities?) and can tend to favor the capital.


Well, the existing system favors the capital.

I would have it as

say
+(8-# of cities) food in the capital (never 0)
(+1 food) in the largest 8 cities

2 Maritime states would each act separately so
+(8-# of cities)+(8-# of cities) in the Capital
+1 +1 food in the largest 8 cities

and Era Increases would change the "8".

So the Food goes to the Capital, and each new city will get +N food, and result in -N food from the Capital.

It does favor the capital (particularly in a small empire.) but that allows the Capital to get those % booster buildings.



Regarding Passive Victories/Culture. The only Passive Victory is time. If you men an 'uncompetitive' victory ie like Space, where it is a race... well that's another problem with size.

I'd solve the large empire problem with a penalty to Both Social Policy and Technology cost based on # of cities (30,20,15 for SP; 15,10,5 for Techs)
 
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