But since you don't need lux in Fundamentalism you can maybe make up for the halved research rate by moving all the luxuries into science. I could be wrong but this is what I'm thinking.
The production bonus you speak of, I guess that is the reduced production cost, observed already at King level and probably reduced for each level beyond King. They don't get a shield bonus (higher production) as well on Deity+5? I see at King level that their cost is reduced by 20%. Something that takes me 100 shields to complete (10x10), only takes the AI 80 shields. Each line of shields in the production box is 8 shields wide, and 8x10 shields is 80.
And their food box is only 8 lines deep, my food box is 10 lines. I think each line of food is equal for AI and human.
But I do understand that the more cities I have, the more unhappiness I get. But is this formula equal for all types of government? Do some governments allow a larger number of cities before unhappiness increase? (Except Fundamentalism of course.)
A few of my notes basic version of the game Civ2
You will not be able to compensate for a decrease in science by increasing the science slider much higher, since with fundamentalism there is a parameter called
5 ; Max effective science rate in fundamentalism (x10, so 5 = 50%) (min 0 max 10)
This parameter will not allow you to really increase investments in science above 50%; everything that is invested in excess of this will be converted into taxes. Thus, players sometimes do not notice this and do not understand where they get such large tax profits. In addition, taxes increase due to the conversion of the costs of maintaining churches, cathedrals, etc. into profit. This profit contributes to the base commerce of the city, before the effects of the market, bank, etc. are added. Thus, the total profit under fundamentalism is simply incredible (in my opinion this is too much)
I note that the mechanism for using fundamentalism in AI is slightly different. So the developers implicitly transferred the entire percentage of luxury that AI allocates to science. This helps the AI not fall so far behind in scientific developments and also bypasses the limitation of 50% of the maximum investment in science
As for production bonuses, in addition to those that you noticed (reduction of the city’s production field depending on the difficulty level), the AI receives boosts from converting coins in the treasury into production. As far as I remember, this does not depend on the level of difficulty, but only on the size of the treasury. As soon as the treasury exceeds about 2000 coins, conversion begins. Approximately the formula for this treasury size is divided by 512. The resulting value is added to the production of any AI city. It doesn’t matter whether the city is on strike or not, the resulting value will be added. Considering that the AI does not pay for the maintenance of buildings and will have good profits under fundamentalism, very soon it can boost production so much that it is very easy to begin to dominate the amount of production. In versions of the game where the treasury limit has been removed, this AI boost can be very impressive.
The scientific achievements of AI and humans in the game are initially different, and somewhere at the first two levels of complexity the cost of technology is lower for humans, then at the last two levels, the cost of technology is already reduced for AI, and for humans, on the contrary, it is increased
Regarding the types of governments and the number of cities, I didn’t notice such a connection, but perhaps I simply didn’t see it
And one last thing about difficulty levels. In the base game there are a lot of checks within the game for values from 0 to 5, where each level is the difficulty. Therefore, it will not be possible to increase levels without modifying the game. Simply adding lines to a text file, of course, will not add real complexity