Anyway, regarding CSs I agree that there should be a lowerd warmonger penalty (and an increased one with civs who pledged to protect those CSs). After all, those 'Minor Powers' were always cue ball to the mighty.
However, the very high malus for conquering a CS is (unfortunately) a necessary(?) game mechanic to protect these important game elements from vanishing too soon/easily in the game. If they were a too easy prey, DV would be impossible all to often and a whole SoPo-tree would be pointless in every second game.
There were always penalties for conquering CS and there should be, it's just that now they are ridiculous. Not being able to deal with a pesky CS by military means detracts from strategic gameplay.
The existing penalties before the patch: a major warmonger hit after one infraction and decrease in resting point after second infraction folllowed by all out war with CSs for continued aggression were enough to discourage a strategy of praying on the weakest.
AIs still did that and will do that after the patch, but human players rarely did, and never twice
the existing system worked for protecting CS while allowing players numerous strategies including conquest of key CS ally of your opponent, a source of vital strategic resource or geographical or political obstacle.
The way it is now, the gameplay options became more limited and the game poorer for it and less strategic.
People will find ways around the current implementation of warmonger penalties, most already did I am sure. I know I did, and I only played a third of a game with the new rules. After even my friend, and ally, William denounced me after taking my third city from Polynesia in Medieval/Rennaisance era despite the fact we were at war with Egypt at the time and at his insistence. Trading both through trade routes and lux exchange, no borders tension or any negative modifiers in fact, just the warmonger hate.
The war against Poly was to break out from the complete encirclement he achieved by forward settling me on t7 and spreading like a weed. This is the current deity England challenge, btw. I have no problem with the general mechanic, this is what we have so let's make it work. And it actually worked well until now. The increasing weariness of other leaders culminating in a mass DoW if a large number of caps were in player hands was great and a very welcome change to the previous AI responses which did not scale well with growing threat of player winning domination.
But what we have now is not a good design, limiting players to peaceful trade and teching as the only viable options until later era's arty or bomber rushes which can be done quickly to minimize the fallout. What a sorry way to rob us of the possible ways of winning the game. And to remove the most challenging and fun period of warfare, the one without long range weapons that can't be countered by AI.
I think what we had until this patch was a well scaled AI response to warmonger threats, what was needed was increase in AI propensity for early war and increase in it's war readiness (more units) and greater use of cooperative DoWs which are about the only thing that can threaten a competent human player.
The current implementation of warmonger penalties will lead to permawar with one CS to farm workers and XP, keeping defeated civs in zombie like state with endless pillaging of improvements and XP farming, while waiting to time city captures with ebb and flow of warmonger hate. Or early hermit kingdoms to exploit the window of opportunity of not knowing other civs. And that's just for those who won't abandon early warring for the all encompassing strategy of four city tradition to their preferred VC ie:
Heavy science to labs and Hubble for SV
Heavy science to labs and Info age for Diplo
Heavy science to labs to Internet for CV
Heavy science to Arty or labs to Bombers or Stealth for Domination.
This game has already suffered from a paucity of alternative routes to quick victory times, we don't need to limit those routes more. Sure you can win in different ways if you take your time, but it's not the same as having competing viable strategies. The only comparable strategy using a very different approach is the Sacred Sites liberty ICS for quick CV on lower levels, and this has been so pilloried that I am afraid we won't have it around much longer.
I hope the current warmonger penalties will be rescaled to facilitate more varied approaches to early game. The pre-patch was actually working well, with the dreaded CB rush deemphasized by the benefits of trade routes, and heavier emphasis on positive diplomacy as a route to profitable lux trades with friends. The trades themselves were too profitable, what's the point of having a revenue stream if you can trade it for cash in hand without any cost. The return of "interest" solves that problem. The increased AI flavor for early war should solve the early game SimCiv and keep players on their toes.
The numerous CiVs with early UU or war related UA should be allowed to take full advantage of them. Early wars should remain a viable strategy while unchecked early expansion through war should be penalized by exponentially increasing hostile response from AI. It's just that taking three cities from an opponent should not be the point where a possibility of cooperation with even friendly and allied AIs breaks down. Sure friends of your victim should take dim view of your actions and respond. But your friends should be mostly unconcerned at this point. If you continue in that vein, yes they too should start to shun you and try to stop you. But taking few cities or God forbid ONE CS should not be game breaking.
Just to provide a bit of context to my example a later screen, i am missing the breakout one on t 105 when i started the LB rush. Note the Zombie city of Nuku Hiva kept artifficially alive while I ingratiate myself with the other continent: