Most players agree that the most fun part of any civ game is the early stages, where your decisions matter most. Getting a good spot for a town, racing for resources, when every tile counts... fun stuff. On the other hand, micromanaging a 50-city empire is rather dull, and it really doesn't count - empire wise - if you even built a mine over that copper next to your 48th town. Which sort of kills the atmosphere.
I believe that a simple mod could address that.. probably in two components:
1) Get rid of excessive city spam
My idea would be to add an additional cost for city number, probably something simple (like 2^n, where n=number of cities, starting from 0=capital). Which would impose such a powerful cost for your cities over 10th that it would be pretty unwise to overexpand. For AI, I think it would be easier to simply force AI to not expand over 10 cities than take the new penalty in account.
2) Make resources city-size based
Simple, for every, say, 3 pop, they generate an extra hammer/coin. This way, no matter how big your city grows, maintaining your resource spots would be always interesting & fun. Not sure about food yet - excessive food gained this way would lead to 20-30 pop cities everywhere. Perhaps food sources could give 1 food per 10 pop or something like that, to avoid supersized cities everywhere and to not make slavery broken.
I also considered giving all resources a small boost. +1 hammer to those giving hammers (when the corresponding improvement has been built on them, that is), and +2 coins for commerce-producing ones to make them more of a competition to cottage spam (which outgrows gold mines eventually, which seems pretty weird to me...). Food would stay as it is.
And the most important part: I don't have a clue how to do all of that, so perhaps there are people willing to help?
Opinions and ideas are welcome! what do you think?
I believe that a simple mod could address that.. probably in two components:
1) Get rid of excessive city spam
My idea would be to add an additional cost for city number, probably something simple (like 2^n, where n=number of cities, starting from 0=capital). Which would impose such a powerful cost for your cities over 10th that it would be pretty unwise to overexpand. For AI, I think it would be easier to simply force AI to not expand over 10 cities than take the new penalty in account.
2) Make resources city-size based
Simple, for every, say, 3 pop, they generate an extra hammer/coin. This way, no matter how big your city grows, maintaining your resource spots would be always interesting & fun. Not sure about food yet - excessive food gained this way would lead to 20-30 pop cities everywhere. Perhaps food sources could give 1 food per 10 pop or something like that, to avoid supersized cities everywhere and to not make slavery broken.
I also considered giving all resources a small boost. +1 hammer to those giving hammers (when the corresponding improvement has been built on them, that is), and +2 coins for commerce-producing ones to make them more of a competition to cottage spam (which outgrows gold mines eventually, which seems pretty weird to me...). Food would stay as it is.
And the most important part: I don't have a clue how to do all of that, so perhaps there are people willing to help?
Opinions and ideas are welcome! what do you think?