Bandobras Took
Emperor
The recent patch changed many things. Of course, in another two months, more things might change. I think I'll just wait until they decide what they want costs to be before updating this thing again. 
Google Doc Here
The recent patch changed so much that the original commentary doesn't mean much any more. I've put it in spoiler takes for those interested in historical preservation. Civ 5 is moving towards a much better game for building.

Google Doc Here
The recent patch changed so much that the original commentary doesn't mean much any more. I've put it in spoiler takes for those interested in historical preservation. Civ 5 is moving towards a much better game for building.
Spoiler :
The first thing to notice is perhaps the most glaring design mistake in Civ 5: they said that they wanted fewer, more developed cities, but then they made the basic buildings without exception the most hammer-efficient, maintenance-efficient buildings in the game. High-end buildings are always the least efficient, which means that given the opportunity, it is always more efficient to settle a new city and build a basic building than it is to build an upgraded building.
If you want to stop ICS, you make the basic buildings the most inefficient and slap a minimum population requirement on the other buildings, which will offer a better bang for the buck and help mitigate the generally inefficient lower tier buildings.
The most egregious offender here is the library. Its maintenance per specialist slot is ridiculous, and an extra beaker per population is (roughly) a 50% science increase. (Happily, this was patched to something more reasonable.)
The next thing to notice is that the buildings with special terrain requirements are usually worse than the generic buildings. This makes proper city placement even less important than lackluster terrain already makes it. The Monastery is one of the few buildings that gets this right, providing significant culture for settling a city in just the right spot. If you want city placement to matter, make buildings with placement requirements more of a sweet deal (largest culprit: watermill -- late-game culprit: solar power plant vs. nuclear, not that either is a very good deal). (Happily, this was also patched -- Watermills now provide bonus production, Circus now makes sense to build, etc.)
If the specialist slot numbers are accurate, you're more likely to have scientists, simply because the library's the cheapest building for specialists, comes the earliest, and grants two slots (something only matched by a Temple). (Patched -- no more specialist slots for Libraries, and Research Lab now has two). Never mind that scientists seem to have the most available slots (also patched to something more reasonable -- the slots are later). I'm sure I've read that the numbers of specialists enabled are not accurately reported in all instances.
The ICSers are right: there is simply no more efficient way to get happiness from buildings than to slap down a new Colosseum (patched for greater parity).
As mentioned above, the simple way to fix all this is to switch the ratios: keep the library's hammer cost, but give it the hammer/research ratio of the public school, and then get a better ratio with each improvement to the last. Then make the more efficient advanced buildings have some sort of minimum population requirement -- or have them more effective with larger populations.
Also, make sure that "X Nearby" required buildings are the most efficient for what they do, so that city placement matters.
But that's a job for the modders. Until then, spam your cities away.
If you want to stop ICS, you make the basic buildings the most inefficient and slap a minimum population requirement on the other buildings, which will offer a better bang for the buck and help mitigate the generally inefficient lower tier buildings.
The most egregious offender here is the library. Its maintenance per specialist slot is ridiculous, and an extra beaker per population is (roughly) a 50% science increase. (Happily, this was patched to something more reasonable.)
The next thing to notice is that the buildings with special terrain requirements are usually worse than the generic buildings. This makes proper city placement even less important than lackluster terrain already makes it. The Monastery is one of the few buildings that gets this right, providing significant culture for settling a city in just the right spot. If you want city placement to matter, make buildings with placement requirements more of a sweet deal (largest culprit: watermill -- late-game culprit: solar power plant vs. nuclear, not that either is a very good deal). (Happily, this was also patched -- Watermills now provide bonus production, Circus now makes sense to build, etc.)
If the specialist slot numbers are accurate, you're more likely to have scientists, simply because the library's the cheapest building for specialists, comes the earliest, and grants two slots (something only matched by a Temple). (Patched -- no more specialist slots for Libraries, and Research Lab now has two). Never mind that scientists seem to have the most available slots (also patched to something more reasonable -- the slots are later). I'm sure I've read that the numbers of specialists enabled are not accurately reported in all instances.
The ICSers are right: there is simply no more efficient way to get happiness from buildings than to slap down a new Colosseum (patched for greater parity).
As mentioned above, the simple way to fix all this is to switch the ratios: keep the library's hammer cost, but give it the hammer/research ratio of the public school, and then get a better ratio with each improvement to the last. Then make the more efficient advanced buildings have some sort of minimum population requirement -- or have them more effective with larger populations.
Also, make sure that "X Nearby" required buildings are the most efficient for what they do, so that city placement matters.
But that's a job for the modders. Until then, spam your cities away.
