A clear radius of zero would be my vote, if we can get the excellent AI from GEM back into CEP.
In GEM the AI was pretty efficient about organizing raids on camps and clearing them out. Is it feasible to just copy that behavior over to CEP?
I may be wrong, but my impression is that this was the G&K combat AI, and that part of the changes to the combat AI in the vanilla patch prior to BNW release ended up somehow crippling the AI's ability to clear camps. This is just much more of a problem in vanilla BNW that it was in vanilla G&K.
@Thal
My preference would be for a system where the AI would send out units to fight barbarians, and that a camp-clearing mechanism could be added for units if it wasn't effective enough in doing so.
Camp clearing directly from AI cities starts feeling to the human like a gamey cheat. It also means that there are many fewer barbs for the human to fight - it is very common that a barb city will be <8 tiles from an AI city, but actually closer to the human and more likely to attack the human.
I'd probably go with ~1 radius clearing on land units, 2 on ships, and nothing from cities. If cities must clear camps, they should probably only have a moderate radius, and maybe should only do so for cities on their same continent.
Also: city state cities shouldn't count for camp clearing.
If Honor policies could increase gold from camp clearing, then it might be interesting to have camps give 25 gold by themselves and 75 gold with Honor opener. The Honor opener could identify camps and give the bonus gold, rather than a combat bonus. So it increases the rewards from fighting barbarians, rather than increasing your ability to do so.
But thanks for innovating on this issue, it's great to try some mechanics out and see what works and feels right.