Hello!
I figured that it would be worthwhile to input some of my thoughts on the new City-State system in the CBP after having experienced it in the context of a few games, to note what I like and do not like about it, and perhaps provide some positive input to improve it more. OR, at the very least, receive some input of my own in case I do not really understand what I am seeing, as I am open to correction and do not claim to know the fullness of the vision of the project.
First off, let me say that I very much like the new system. It definitely strikes me as being more balanced and more broad than what Vanilla offered. Effort needs to be placed into gaining City-States (rather than just having sufficient Gold), and one can now "play" with City-States in a way that affects every part of the game (Embassies, votes, Great Diplomats' effects on other people's influence, etc...). And even with effort, control over a City-State is never guaranteed; there also seems to be (in my opinion) much more reason to attack City-States or demand tribute based on the dynamics of the relationships between your Civ and others Civs. All this I like very much.
Second to this is that while City-States are quite important, at the same time there is a degree to which they lack an essentiality. I feel the benefits of a City-State and they help me in my game, but at the same time, I don't sense that I will be utterly obliterated if I lack City-State allies. Somehow I got the sense in Vanilla that the bonuses were more obvious, while the bonuses in CBP are more subtle and long-term. An example of this would be food; whereas in Vanilla even a +1 bonus of food is quite massive really, +1 bonus of food in CBP is useful but less impacting because resource tiles in general provide FAR more stuff (in fact, so much stuff that I can barely see tiles underneath all the resources they create). Similar comment on happiness/luxury resources; it's a BONUS, but not a game-deciding change. All these things I think are positive.
Now where I'm less sure about the City-State effects is primarily with regard to their acquisition as allies. What I'm going to do is list what I've noticed as differences/trends between Vanilla and CBP, what I think about them, and how these systems might be improved.
1. Gold VS Diplomats
In Vanilla, once I have enough gold, I can dominate all the City-States easily and reap insane benefits; it's just a matter of acquiring the necessary gold. This eventually leads to other bonuses that give me more gold that help me to maintain this control over the City-States forever, unless someone just goes ahead and invades them. Of course, this system is lame, because influence is much more broad than this, particularly with regard to physical distance - my control over City-States is limited only by how much I have explored the map.
In CBP, my observation of City-State influence is that it is regulated essentially by production instead of gold. Yes, there's a limited amount of Diplomacy units one can have at the same time (limitation imposed by paper), but the cost of these Diplomacy units, combined with their speed, and the fact that paper infinitely regenerates once the Diplomacy unit has been used up, results in the fact that one or two cities at most (in my experience) is sufficient to build all the Diplomatic units I need to keep control of the City-States I want. This control of City-States is not as all-encompassing as in Vanilla, which is good - proximity makes a difference, now, as it affects how quickly I can reproduce my Diplomats and how much I need to bother creating Chanceries in the Empire. Nevertheless, with the Diplomatic unit upgrades, the bonus is high enough that even with a far proximity, I can control an unreasonable amount of City-States and prevent others from having any, all at a very minor expense. To put it simply, I find that the paper system is better overall, but my ability to generate influence on a whim still strikes me as somewhat lame.
My suggestion is to put a certain cap for a certain period throughout the game - I will get to this after I've gone through all the other details.
2. Unhistoricity
While City-States in history indeed have had one ally or another and have traded hands many times, they have nevertheless had a certain stability throughout time. In certain cases, I don't exactly see this happening in CBP. Seeing as gold is out of the picture (making absolute domination of City-States impossible), Diplomatic units used in little chains create sometimes a situation whereby a contested City-State is trading hands every few turns, declaring war or making peace with people on a regular basis. This does not make sense. In one case at least I have an influence with a City-State that surpasses 750, and the alliance keeps changing hands. Any normal City-State would probably throw up their hands at this point and cut ties with everyone because the situation is so insane. And while gold has its influential value - I can't say that I know of many cities in the real world that focus on creating Diplomats as quickly as possible and sending them someone to talk to a City-State, only to have the people of that city be overwhelmed by the Diplomat's charisma. Something isn't quite right here.
I admit, it is rather FUN to have a City-State that is contested so clearly - for the most part I can't say that I've experienced this kind of tension in Vanilla, so I'll say that this is a positive change. However, nevertheless, a City-State is still a self-governing power and does depend on clarity for its decision-making. Once again, at the end, I will make a suggestion to this effect: namely, that not merely the highest influential power gains alliance with a City-State, but that this influence must be so by a clear margin.
3. Quests
I like the variety of quests that are offered in CBP - I get a sense of a real flow of desires and needs from the people to which the superpowers can respond. This is a big plus that cannot be denied.
However, I must say that what I *don't* like is the nerf to the amount of points offered by quests, for the simple reason that the end result is so trivial. Yes, I do realize that a penalty is incurred if a quest has failed, but that all needs to be weighed against the power of Diplomats...
A. 25 points' bonus with a City-State (if not already allied) is in itself mostly meaningless in order to help an Empire's cause with becoming allied to that City-State. Early in the game, one will not be able to generate enough Diplomats to capitalize on it, and later in the game, Diplomats are so easy to come by that nobody would even notice those 25 points anyways (somewhere around turn 200, I stopped paying attention to quests because they plain and simply no longer mattered - the cost for building Diplomatic units was far better than anything similar requested by a Quest).
B. The penalty incurred by a failure either doesn't matter in the early game (because there isn't enough Diplomatic units to go around to repair the damage that time couldn't heal anyways), or can be completely superceded by a sufficient amount of Diplomatic units.
The fact of the matter is that with the buildings that provide Diplomatic units with an influence power boost, their bonus is so high that all the other influential options given to me by City-States seem petty in comparison. The basic Diplomatic unit may provide 20 Influence - but that upgrades to 30 or 40 with the appropriate upgrades, which aren't easy to come by - and that bonus is HUGE! There's no way a Diplomatic Unit should be superceding an actual QUEST by such a margin. I would have thought that 20 would be a good starting point WITH an upgrade, not without one!
Anyways, my suggestion here (to be found at the end) would be to upgrade the reward from Quests (as in Vanilla), to enhance the meaning of penalties, and drop the impact of Diplomatic Units.
4. GENERAL SUGGESTIONS
Assuming I have assessed things correctly and am not missing anything hugely important, here are the things that come to mind that could diversify, realify, and balance even further the City-State play in CBP, with respect to Influence in particular.
A. Clear Influence
For an Empire to be the Ally of a City-State, it not merely needs to be beyond 60 Influence points with the City-State and have more points than anyone else, but it ALSO must BEAT the runner-up by 50% (number could be changed) of that player's points. Thus, if my runner-up has 400 points, I will need 600 points to be the City-State's Ally. If I have less than 600 points, then NOBODY is that City-State's Ally!
The impact of this change is double-edged. Firstly, this would retain the tug-of-war dynamic that I find most interesting in CBP while retaining a certain level of historicity and eliminating some absurdity of constantly-switching alliances. Instead, there would be a strategic value to merely preventing someone else from having alliance status, which has its own value. Seeing as you can't send diplomatic missions to the City-State of an enemy Empire anyways, this would have no impact on actual war situations.
Secondly, this idea encourages the notion of specific investment in City-State alliances. When a clear margin of influence is needed instead of just a single point of superiority, it will change how one approaches friendship with City-States: I won't be able to count on sending a "regular" Diplomat every so often to all my little allies; I may very well need to accept reality and sacrifice some of them in order to keep the most tactically-helpful ones.
B. Quest Boost/Diplomat Influence
I'd suggest raising the reward for Quests back to 40 as in Vanilla or even 50. This will partially compensate for the change above, and for the change in C that I'm about to make, as well as being a counter-balance for the use of Diplomatic Units.
That being said, if the Diplomatic Unit base influence were to remain the same, I would slice off 5 points of Influence for each of the upgrades available to them, OR slice of 25% of the points originally provided by each Diplomatic Unit (making them 15, 22.5, 30, and 37.5), and make the "upgrades" into 25% bonuses, which I think I prefer. The Diplomatic Units would thus still have clear Influential power and be superior in the correct cities, while still inspiring the player to build them often in other cities as well.
A third note about Diplomats - the thread advertising this part of the patch notes that Diplomats are civilian units and thus are vulnerable without escort. I see a problem with this idea, though - namely, that the Diplomats have no effect on City-States with which one is warring, and thus any City-State with which one is not at war is therefore fully accessible, because to eliminate the Diplomatic Unit from one's territory would cause a war incident, which seems like overkill in most circumstances. Perhaps a system like in Civ 2 whereby a player can "expel" a Diplomatic Unit from their territory could be made available - no war is declared, but the Diplomatic Unit is simply kicked out of the player's territory and returns to its home city. This would give some meaning to actually bothering to escort Diplomats, which would only make sense if there is an Open Borders agreement between two players, so the Military Unit can be let in. The result of such a change is that you cannot send your Diplomatic Units willy-nilly around the map without consequences; they must be strategically-used, or not at all.
Finally, while I would not suggest that Quests make City-States hate you so badly that they declare war on you because of it, it would certainly be interesting if a City-State could get pissed at the player for legitimate reasons that it either declares war despite the player's military power, or at the least refuses to have anything to do with a player that has treated them so badly (Diplomatic Units are totally ineffective for X amount of turns, but Quests would be effective). This give City-States some more autonomy that mimics Empires on a smaller scale. Even the weak do not always capitulate to the strong, and are willing to be a nuisance to stand up for themselves (could be a variable according to what kind of City-State it is).
C. Paper Change
Finally, this is the whopper that I'd like to suggest, which mainly takes the form of limiting the amount of Diplomatic Units that could be produced in the game (which may make part of the change in B with regard to Diplomatic Unit points unnecessary).
Basically, the idea is that instead of Paper's being consumed like any of the other Strategic Resources, it instead functions more like Gold - once used, it is gone forever. The reason for the system is simple: it inspires Quests more, and the donation of military units, because the amount of Diplomatic Units you have is limited and needs to be used where you need them most.
What it looks like is as follows: Rather than a Chancery/Scrivener's Office/whatever providing 1 permanent Paper, it instead creates an amount of paper when the building is first constructed (let's say 5 for a Chancery), and then produces new paper every 50 turns (let's say 3 for a Chancery). Again, once these pieces are paper are used, they are GONE. Effects of gameplay would look something like this:
-the player cannot depend on 1 or 2 Chanceries for all Diplomatic missions anymore, as Paper does not regenerate
-if a player is serious about Diplomacy with City-States, the Chancery suddenly becomes as important as a Granary or a Monument - you NEED that building to produce the additional Paper
-the paper can be saved for a rainy day, so there isn't this continual sense of "urgency" to get the Diplomats out due to regenerating paper
-as paper is ultimately limited, where the Diplomats go actually matters greatly: it hurts to lose them, and one can't spread about influence on 15 different City-States and expect to get major results
-it becomes a strategic war of Diplomacy over City-States
Numbers could be rebalanced, of course, but this is the general idea. And that's what I have for you today.
I would again indeed greatly appreciate your feedback on what I have written, criticisms, and especially information particularly relating to if I have somehow missed the point of the City-State system in CBP entirely whereby my suggestions really make no sense at all.
Thank you for your time in reading, everyone, and have a nice day!
-Gidoza
I figured that it would be worthwhile to input some of my thoughts on the new City-State system in the CBP after having experienced it in the context of a few games, to note what I like and do not like about it, and perhaps provide some positive input to improve it more. OR, at the very least, receive some input of my own in case I do not really understand what I am seeing, as I am open to correction and do not claim to know the fullness of the vision of the project.
First off, let me say that I very much like the new system. It definitely strikes me as being more balanced and more broad than what Vanilla offered. Effort needs to be placed into gaining City-States (rather than just having sufficient Gold), and one can now "play" with City-States in a way that affects every part of the game (Embassies, votes, Great Diplomats' effects on other people's influence, etc...). And even with effort, control over a City-State is never guaranteed; there also seems to be (in my opinion) much more reason to attack City-States or demand tribute based on the dynamics of the relationships between your Civ and others Civs. All this I like very much.
Second to this is that while City-States are quite important, at the same time there is a degree to which they lack an essentiality. I feel the benefits of a City-State and they help me in my game, but at the same time, I don't sense that I will be utterly obliterated if I lack City-State allies. Somehow I got the sense in Vanilla that the bonuses were more obvious, while the bonuses in CBP are more subtle and long-term. An example of this would be food; whereas in Vanilla even a +1 bonus of food is quite massive really, +1 bonus of food in CBP is useful but less impacting because resource tiles in general provide FAR more stuff (in fact, so much stuff that I can barely see tiles underneath all the resources they create). Similar comment on happiness/luxury resources; it's a BONUS, but not a game-deciding change. All these things I think are positive.
Now where I'm less sure about the City-State effects is primarily with regard to their acquisition as allies. What I'm going to do is list what I've noticed as differences/trends between Vanilla and CBP, what I think about them, and how these systems might be improved.
1. Gold VS Diplomats
In Vanilla, once I have enough gold, I can dominate all the City-States easily and reap insane benefits; it's just a matter of acquiring the necessary gold. This eventually leads to other bonuses that give me more gold that help me to maintain this control over the City-States forever, unless someone just goes ahead and invades them. Of course, this system is lame, because influence is much more broad than this, particularly with regard to physical distance - my control over City-States is limited only by how much I have explored the map.
In CBP, my observation of City-State influence is that it is regulated essentially by production instead of gold. Yes, there's a limited amount of Diplomacy units one can have at the same time (limitation imposed by paper), but the cost of these Diplomacy units, combined with their speed, and the fact that paper infinitely regenerates once the Diplomacy unit has been used up, results in the fact that one or two cities at most (in my experience) is sufficient to build all the Diplomatic units I need to keep control of the City-States I want. This control of City-States is not as all-encompassing as in Vanilla, which is good - proximity makes a difference, now, as it affects how quickly I can reproduce my Diplomats and how much I need to bother creating Chanceries in the Empire. Nevertheless, with the Diplomatic unit upgrades, the bonus is high enough that even with a far proximity, I can control an unreasonable amount of City-States and prevent others from having any, all at a very minor expense. To put it simply, I find that the paper system is better overall, but my ability to generate influence on a whim still strikes me as somewhat lame.
My suggestion is to put a certain cap for a certain period throughout the game - I will get to this after I've gone through all the other details.
2. Unhistoricity
While City-States in history indeed have had one ally or another and have traded hands many times, they have nevertheless had a certain stability throughout time. In certain cases, I don't exactly see this happening in CBP. Seeing as gold is out of the picture (making absolute domination of City-States impossible), Diplomatic units used in little chains create sometimes a situation whereby a contested City-State is trading hands every few turns, declaring war or making peace with people on a regular basis. This does not make sense. In one case at least I have an influence with a City-State that surpasses 750, and the alliance keeps changing hands. Any normal City-State would probably throw up their hands at this point and cut ties with everyone because the situation is so insane. And while gold has its influential value - I can't say that I know of many cities in the real world that focus on creating Diplomats as quickly as possible and sending them someone to talk to a City-State, only to have the people of that city be overwhelmed by the Diplomat's charisma. Something isn't quite right here.
I admit, it is rather FUN to have a City-State that is contested so clearly - for the most part I can't say that I've experienced this kind of tension in Vanilla, so I'll say that this is a positive change. However, nevertheless, a City-State is still a self-governing power and does depend on clarity for its decision-making. Once again, at the end, I will make a suggestion to this effect: namely, that not merely the highest influential power gains alliance with a City-State, but that this influence must be so by a clear margin.
3. Quests
I like the variety of quests that are offered in CBP - I get a sense of a real flow of desires and needs from the people to which the superpowers can respond. This is a big plus that cannot be denied.
However, I must say that what I *don't* like is the nerf to the amount of points offered by quests, for the simple reason that the end result is so trivial. Yes, I do realize that a penalty is incurred if a quest has failed, but that all needs to be weighed against the power of Diplomats...
A. 25 points' bonus with a City-State (if not already allied) is in itself mostly meaningless in order to help an Empire's cause with becoming allied to that City-State. Early in the game, one will not be able to generate enough Diplomats to capitalize on it, and later in the game, Diplomats are so easy to come by that nobody would even notice those 25 points anyways (somewhere around turn 200, I stopped paying attention to quests because they plain and simply no longer mattered - the cost for building Diplomatic units was far better than anything similar requested by a Quest).
B. The penalty incurred by a failure either doesn't matter in the early game (because there isn't enough Diplomatic units to go around to repair the damage that time couldn't heal anyways), or can be completely superceded by a sufficient amount of Diplomatic units.
The fact of the matter is that with the buildings that provide Diplomatic units with an influence power boost, their bonus is so high that all the other influential options given to me by City-States seem petty in comparison. The basic Diplomatic unit may provide 20 Influence - but that upgrades to 30 or 40 with the appropriate upgrades, which aren't easy to come by - and that bonus is HUGE! There's no way a Diplomatic Unit should be superceding an actual QUEST by such a margin. I would have thought that 20 would be a good starting point WITH an upgrade, not without one!
Anyways, my suggestion here (to be found at the end) would be to upgrade the reward from Quests (as in Vanilla), to enhance the meaning of penalties, and drop the impact of Diplomatic Units.
4. GENERAL SUGGESTIONS
Assuming I have assessed things correctly and am not missing anything hugely important, here are the things that come to mind that could diversify, realify, and balance even further the City-State play in CBP, with respect to Influence in particular.
A. Clear Influence
For an Empire to be the Ally of a City-State, it not merely needs to be beyond 60 Influence points with the City-State and have more points than anyone else, but it ALSO must BEAT the runner-up by 50% (number could be changed) of that player's points. Thus, if my runner-up has 400 points, I will need 600 points to be the City-State's Ally. If I have less than 600 points, then NOBODY is that City-State's Ally!
The impact of this change is double-edged. Firstly, this would retain the tug-of-war dynamic that I find most interesting in CBP while retaining a certain level of historicity and eliminating some absurdity of constantly-switching alliances. Instead, there would be a strategic value to merely preventing someone else from having alliance status, which has its own value. Seeing as you can't send diplomatic missions to the City-State of an enemy Empire anyways, this would have no impact on actual war situations.
Secondly, this idea encourages the notion of specific investment in City-State alliances. When a clear margin of influence is needed instead of just a single point of superiority, it will change how one approaches friendship with City-States: I won't be able to count on sending a "regular" Diplomat every so often to all my little allies; I may very well need to accept reality and sacrifice some of them in order to keep the most tactically-helpful ones.
B. Quest Boost/Diplomat Influence
I'd suggest raising the reward for Quests back to 40 as in Vanilla or even 50. This will partially compensate for the change above, and for the change in C that I'm about to make, as well as being a counter-balance for the use of Diplomatic Units.
That being said, if the Diplomatic Unit base influence were to remain the same, I would slice off 5 points of Influence for each of the upgrades available to them, OR slice of 25% of the points originally provided by each Diplomatic Unit (making them 15, 22.5, 30, and 37.5), and make the "upgrades" into 25% bonuses, which I think I prefer. The Diplomatic Units would thus still have clear Influential power and be superior in the correct cities, while still inspiring the player to build them often in other cities as well.
A third note about Diplomats - the thread advertising this part of the patch notes that Diplomats are civilian units and thus are vulnerable without escort. I see a problem with this idea, though - namely, that the Diplomats have no effect on City-States with which one is warring, and thus any City-State with which one is not at war is therefore fully accessible, because to eliminate the Diplomatic Unit from one's territory would cause a war incident, which seems like overkill in most circumstances. Perhaps a system like in Civ 2 whereby a player can "expel" a Diplomatic Unit from their territory could be made available - no war is declared, but the Diplomatic Unit is simply kicked out of the player's territory and returns to its home city. This would give some meaning to actually bothering to escort Diplomats, which would only make sense if there is an Open Borders agreement between two players, so the Military Unit can be let in. The result of such a change is that you cannot send your Diplomatic Units willy-nilly around the map without consequences; they must be strategically-used, or not at all.
Finally, while I would not suggest that Quests make City-States hate you so badly that they declare war on you because of it, it would certainly be interesting if a City-State could get pissed at the player for legitimate reasons that it either declares war despite the player's military power, or at the least refuses to have anything to do with a player that has treated them so badly (Diplomatic Units are totally ineffective for X amount of turns, but Quests would be effective). This give City-States some more autonomy that mimics Empires on a smaller scale. Even the weak do not always capitulate to the strong, and are willing to be a nuisance to stand up for themselves (could be a variable according to what kind of City-State it is).
C. Paper Change
Finally, this is the whopper that I'd like to suggest, which mainly takes the form of limiting the amount of Diplomatic Units that could be produced in the game (which may make part of the change in B with regard to Diplomatic Unit points unnecessary).
Basically, the idea is that instead of Paper's being consumed like any of the other Strategic Resources, it instead functions more like Gold - once used, it is gone forever. The reason for the system is simple: it inspires Quests more, and the donation of military units, because the amount of Diplomatic Units you have is limited and needs to be used where you need them most.
What it looks like is as follows: Rather than a Chancery/Scrivener's Office/whatever providing 1 permanent Paper, it instead creates an amount of paper when the building is first constructed (let's say 5 for a Chancery), and then produces new paper every 50 turns (let's say 3 for a Chancery). Again, once these pieces are paper are used, they are GONE. Effects of gameplay would look something like this:
-the player cannot depend on 1 or 2 Chanceries for all Diplomatic missions anymore, as Paper does not regenerate
-if a player is serious about Diplomacy with City-States, the Chancery suddenly becomes as important as a Granary or a Monument - you NEED that building to produce the additional Paper
-the paper can be saved for a rainy day, so there isn't this continual sense of "urgency" to get the Diplomats out due to regenerating paper
-as paper is ultimately limited, where the Diplomats go actually matters greatly: it hurts to lose them, and one can't spread about influence on 15 different City-States and expect to get major results
-it becomes a strategic war of Diplomacy over City-States
Numbers could be rebalanced, of course, but this is the general idea. And that's what I have for you today.

Thank you for your time in reading, everyone, and have a nice day!
-Gidoza