Since this seems to be the puppet-talk thread now
Just wondering; what do people think the main problem with puppets is? Is it that each one is too powerful individually, or that you can get too many of them and their power is from the proportion of your empire they can represent?
I’m not sure what I think, but I’m drifting towards thinking that if you (for example) only puppet one or two cities, the balance of puppet vs annex maybe isn’t too bad. As a reward for your successful warmongering labours, you’ve got a choice of a fully productive city that you haven’t had to develop yourself, with all the positives and negatives that entails; compared to a rather crippled city that will never develop nearly as well as a full city (and mostly just be useful for gold) but fewer of the expansion penalties.
If you’ve only got a few puppets, I think this is fine. They stay small and don’t focus science, so their science output is going to be relatively minor compared to big, focused science supercities (which can have such huge stacked bonuses if developed well that they’re easily worth 10 or more other cities for science output). The main thing they produce well is gold, and even that they’ll never quite do as well as a full city. The science output, to my mind, really only becomes problematic when you start getting lots of them. I’m interested to try it and I wonder if nerfing puppet outputs will actually reduce the number of cities people puppet (vs either annex or just not bother taking at all); or if it will just make those same number of puppets just less effective overall. I’m not even sure which would be the more desirable outcome, to be honest.
What I do like is that by reducing the gold and science output of puppets, you help mitigate the current bias towards puppeting good gold cities and annexing good production cities (rather than annexing the best cities or the ones more contiguous with your country proper).
But I don’t know. My inclination is that the EU3 (and particularly the ruthless Magna Mundi mod) model had it right with the idea that a big empire ought to be hard to manage, and that there ought to be a limit both to how fast you can expand by conquest, but also a meaningful limit on how much you can conquer and hold before the empire starts falling apart under its own weight. So the value of each additional conquest decreases when balanced against its increasing negatives, to the point where conquering beyond a certain point just isn’t worth it. But this is a bit of a departure from the general vanilla civ design, and I suspect would need a proper concept of explicit vassals (a la Civ IV, for example) to really play smoothly (and not just result in mass razings, for example). So hence why I suggested the spiralling unhappiness costs for additional puppets; I do like it as a mechanic but I suspect maybe that’s something that belongs more in a mod to change things to personal taste rather than an overall balance mod.
Anyway that’s just some rambly thoughts, the proof will be in the testing of the system you’ve implemented, which I suspect will be a massive improvement. Thanks again for all your excellent work on this, Thalassicus!
EDIT: Regarding unit maintenance, I really like the idea in Alpaca's mod of explicit maintenance for each unit type (the vanilla inflationary model really doesn't work so well, and it balances terribly); there's just a couple of things I'd flag as potential hazards - the first being that it may promote having more units around the place as obsolete units are kept rather than scrapped, which might cause some congestion issues with 1UPT; the second being the rather cheesy tactic of keeping your army outdated to save on maintenance and mass-upgrading at wartime. The second is probably dealt with just fine by the increased upgrade costs you've implemented; the first I'm not so sure about.
I'd love to give it a try though!