I haven't read all pages of this discussion (only 1,6,7) but as an old CEP player I want to drop in and leave my 2 cents:
I think the core resource of any civilization game is LAND. Land is claimed and then converted into population (via cities) which in turn become more specialised, refined resources like production or gold. All victory conditions are about gathering resources and converting them into units/tourism/science/relationships. And all of those resources first come from land (or coast), which is also the most interactive resource from a MP perspective (where we can compete for it or fight over it).
While I think it's great for players to step back from expanding to develop the land they already have, if getting more land (read: decent city spots) is harmful to my growth potential the game is broken. That said, I think it is vital that sometimes the opportunity cost of claiming land is so high you want to do other things instead. Basically I mean that a tall empire (four cities) should not stand up to the wider empire "because it is tall" but because when the wide empire was expanding the tall empire invested in wonders or city states which help it make up for falling behind in land. Thus, when balancing tall versus wide one needs to be VERY careful with stuff like scaling empire penalties or we get a game where all civs build four cities and farm the lands inbetween for barb camp rewards.
Regarding actual changes, I do believe the game still needs a scaling city penalty (like civ4 had) so land grabbing is expensive and requires players to get ahead in technology and culture before they can gobble up all the remaining land (again, like in civ4). I think the most elegant way to solve this is to make each city cost slightly more
than the previous one (say, 0.75
per city). This way the first city might cost 2
, the next city cost 2.75
and the third costing 3.5
. This means that to overcome increasing happiness costs of new cities players need to develop their technology or culture, or take the growth hit now to have more land to develop later on. In addition to this I think the science penalty per city should be removed, the weaker national wonders be buffed and national college nerfed. I'd also like to see the wide penalties for culture scaled back somewhat, since I think founding a city which causes a nationwide yield penalty is very unfun and completely different from simply having a high upkeep cost. The cost can be overcome, the yield penalty just sits there, staring at you...
I think the core resource of any civilization game is LAND. Land is claimed and then converted into population (via cities) which in turn become more specialised, refined resources like production or gold. All victory conditions are about gathering resources and converting them into units/tourism/science/relationships. And all of those resources first come from land (or coast), which is also the most interactive resource from a MP perspective (where we can compete for it or fight over it).
While I think it's great for players to step back from expanding to develop the land they already have, if getting more land (read: decent city spots) is harmful to my growth potential the game is broken. That said, I think it is vital that sometimes the opportunity cost of claiming land is so high you want to do other things instead. Basically I mean that a tall empire (four cities) should not stand up to the wider empire "because it is tall" but because when the wide empire was expanding the tall empire invested in wonders or city states which help it make up for falling behind in land. Thus, when balancing tall versus wide one needs to be VERY careful with stuff like scaling empire penalties or we get a game where all civs build four cities and farm the lands inbetween for barb camp rewards.
Regarding actual changes, I do believe the game still needs a scaling city penalty (like civ4 had) so land grabbing is expensive and requires players to get ahead in technology and culture before they can gobble up all the remaining land (again, like in civ4). I think the most elegant way to solve this is to make each city cost slightly more




