Senethro:
With Civ3, new cities are always profitable nearly immediately because the corruption mechanic didn't penalize you so much as reduce the new city's output. For the majority of the time, that output was still almost always immediately positive. That was how, in Civ3, you could realistically create an empire that owned every tile in the world.
New cities being relevant is actually a classic Civ problem. The problem was that new cities founded later into the game needed so much growth and infrastructure that it was often better to attack and take enemy cities than it was to grow your own. CivBE's Trade Routes are both a new economic system and attempt to solve that problem.
Any Health constraint that impacts the TRs directly will have a chilling effect on limitless expansion precisely because of how influential they currently are. A 100% reduction is a demonstration of how serious that effect could be.
In Civ4, you could conquer yourself into so great of a hole that your units start disbanding and you couldn't get yourself out of it. If that's supposed to be a good thing, then I don't see how a similar effect can't be good here.
Acken:
It's relatively useless compared to a size 16 city outputing over a hundred beakers plus energy and culture. The TRs would be, of course, of equal power between the cities, so that's a wash in this comparison.
With Civ3, new cities are always profitable nearly immediately because the corruption mechanic didn't penalize you so much as reduce the new city's output. For the majority of the time, that output was still almost always immediately positive. That was how, in Civ3, you could realistically create an empire that owned every tile in the world.
New cities being relevant is actually a classic Civ problem. The problem was that new cities founded later into the game needed so much growth and infrastructure that it was often better to attack and take enemy cities than it was to grow your own. CivBE's Trade Routes are both a new economic system and attempt to solve that problem.
Any Health constraint that impacts the TRs directly will have a chilling effect on limitless expansion precisely because of how influential they currently are. A 100% reduction is a demonstration of how serious that effect could be.
In Civ4, you could conquer yourself into so great of a hole that your units start disbanding and you couldn't get yourself out of it. If that's supposed to be a good thing, then I don't see how a similar effect can't be good here.
Acken:
Also please explain why a snow city is useless in current civBE (in general).
It's relatively useless compared to a size 16 city outputing over a hundred beakers plus energy and culture. The TRs would be, of course, of equal power between the cities, so that's a wash in this comparison.