If my "misuse" of a few puppets is the culprit when I have everything else covered, then that's quite a volatile system to be dependent on considering that domination requires the player to maintain a mass of cities. I know we try to prevent snowballs, which are arguably easiest to achieve while warmongering, but I don't feel this is a good function even though I acknowledged a few days ago that warmongering was indeed the hardest to predict and account for balance. I thought puppets were supposed to be beneficial because you don't have to manage them (plus the aforementioned policies/tenets that promote and insinuate the need for them), and I feel the reduced yields and inability to choose buildings is already costly enough. Although I recall a while back when you tweaked puppets because you said puppet empires were performing too well, so what do I know?
This leads to less burden on the warmonger so you can continue doing your thing and focus on the battlefield instead of playing Sims for every city on a turn-by-turn basis. Instead it's apparently better to annex everything and continue adding more micro... Again, if there's the same results, but it's taken half the time with less tediousness and unhappiness issues, then tall is the better option. I'll provide another update once I annex all my cities and let the game progress a bit more.
Yes, I would like to know. I went Authority/Fealty/Imperialism with all cities perma garrisoned and +1 happy from constabularies. I'm second in techs, right behind Korea. No religious discontent because my continent has basked in Korea's Confucianism from the start. Playing as Huns takes war weariness out of the equation.
How is it too much growth when I did nothing but leave pop automated? Why do I have a prime food setup empire wide with abundant flood plains, plantations and Ekis, yet instead of sitting here marveling at my awesomely high pop cities (AKA fun), I'm wondering why I'm punished for these great tiles and having to lock growth in all but a couple cities? Other than early game, why would I ever use a food ITR to increase a city's pop, when every new citizen is almost always detrimental instead of beneficial (see Dumazulu pic)? I love VP, but wide gameplay and food is just not conducive to fun in this state. The increased micro alone is a tedious drawback, but having to tinker with pop turn-by-turn on a city to city basis, when you're on the scale of 20+ cities is just monotonous. I prefer my games to not take ages to complete, thus why I rarely play for domination, and I can't even fathom playing on huge maps. If population control through growth limitation is going to be the most impactful difference between unhappiness issues when dealing with wide vs. tall, then it needs to be clearly defined on how to go about this.
So basically, don't grow at all if going wide? Gotcha. Sounds fun!
This is my point. How are we, let alone novice players, supposed to know and differentiate this? To know what populations per city to be aiming for contemporary to varying points in the game based on all the factors, medians, need modifiers, etc.? I know this is a game of numbers, but it becomes too much of a headache sometimes; the average player probably aren't "nerds" like us. Every other victory condition consists of simply adding to your required pool - more techs, policies, tourism, votes, and gold are never taken with hesitancy because the more the merrier. Then warmongers attempt to fill their victory bucket by acquiring more cities, only for it to have a potential negative impact in the long run all because a few citizens were born (mongering will already be at the disadvantage of most civs hating you for the game's entirety from negative diplo). I realize there's implications with specialist balance and that it has greater risk/reward because your "victory yields" are entire cities, but I think the punishment is too harsh for excelling at something that is supposed to be your priority on the path to victory.
Let the war weariness and opposing AI do it's job and slow me down, not the fact that I had a small baby boom over the course of 10 turns...
I love the thematic and history, but for simplicity, gameplay and fun, I think food/growth should = good, just like every other yield in the game. I know this discussion has occurred before and it's as simple as filling the bucket, but maybe less is more in this case. Right now it's food/growth = who knows 50 turns from now, situationally, and there's just not a whole lot of direction, breathing room, or margin for error with wide games. Unhappiness is supposed to punish bad gameplay, but instead I feel I'm being punished for being middle of the pack or above average, just because I went wide (even leaving growth automated, to boot).
The penalties for abusing infrastructure should be worse than the penalties for simply doing my job and conquering lands, but here I am with great infrastructure on the brink of bankruptcy, struggling through unhappy quicksand. If I still neglected to build a damn library in year 1600 because I was too busy pumping out units and steamrolling everything in my path, then sure, throw all the illiteracy unhappiness that you want at me. I'm only on 14 cities with 1 (soon to be 2) captured capital! How in the hell is this going to work when I need another 10 cities minimum over the next 150 turns to win a dom victory?
Zebo has done a great job introducing different UI elements to try and aid the user, but it's all still just too temperamental and like I said, it's a shot in the dark when dealing with a swath of cities. There's so many factors, might just be the nature of it I guess. I'm glad we switched to dealing with cities locally at least, and maybe it's still just a matter of tweaking more numbers until wide isn't punished as much.
Then again, maybe I'm just doo doo and need to git gud (hey, at least I'm on Emperor now)!