I've not played much BTS, but, well, it still has civics, it still has unit promotions, it still has most of the worst mistakes that Civ 4 made. (And fwiw C3C has a couple of major misssteps from vanilla Civ 3, notably mis-scaling the solution to the Forbidden Place "exploit", and disallowing trading cities rather than teaching the AI how to value them properly.)
Don't get me wrong I don't think C3C was garbage at all. (Not saying you think I do, I am just aware of the many approaches common to the board.) I honestly don't understand how some people dislike 3 and love 4. Because 4 has most of its gameplay modelled off of things 3 introduced... and very well I might add. You know 1 had some flaws, 2 had some flaws, 3 did, and 4 does. And all of their flaws are unique to each one of them. 1,2, and 3 shared many flaws. 4 set out to be different and made up brand new ones entirley for the most part. But each version also holds unique pros as well. And one of the pros in 4 is its new economy model. It seperates itself from 1, 2, and 3 with it and while it does seem hollow in areas its not poor. Its fault economically is that it is like a section of track that just stops IMO.
It's a measure put in to hamstring expansion so the game is optimised for much smaller empires, IMO. which is a failure to engage with the problem of making AI capable of better handling larger empires.
I disagree. I can see how it appears that way at first approach but I think it is more of a way to not have corruption make a city less productive. Its all a matter of perspective ultimatley but I think the approach is much better making cities corruption cost gold instead of shields/hammers AND gold. Larger empires are possible as I am sure you have heard more times than you wish to about Civ 4 but I know exactly the point you are driving at. Trust me I do.
It skews because of that pesky balance issue. In Civ 3's system it is perfectly balanced IMO to allow so many cities in its corruption model because a tank is like what 30 shields? But that is easier to reach than civ 4's like 200 because corruption impacts your shields on 3. So it is more balanced to allow more cities in 3 than 4 but 4's cities have no ceiling on production so ultimatley, your cities can pump out tanks faster even though they cost more in 4. Less cities = same production if you set it up decently enough.
More cities is just more cities is the bottom line. It's not good, its not bad, its just style of play. If you prefer one heavily over the other then you could see it that way but if you play gigantic maps with Neverminds XXL world mod, you can get some massive empires at war. But I am pretty sure no matter your system you are gonna have to wait 2-4 minutes for it to be your turn again once the game gets really going. Sometimes I have had 5-8 minute waits. But my turn takes like 15-20 mins anyways so its not that big of a deal to me personally.
I'm kind of at a loss as to what you mean here. If anything, there are things Civ 3 has and Civ 4 has not, like gold per turn agreements, that are reductions in the flexibility of trade.
There are no trade routes in Civ 3 is what I mean. Civ 4 doesn't have actual drawn on routes but trade routes do exist in 4. My cities trade with your cities or more of my own every turn. Meaning if our cities are connected by a road and we have open borders, we both make money off of those open borders every turn without doing anything. We got little citizens trading with one another making money we can both tax. This should be a focal point for economic expansion in Civ 5 IMO. Gold per turn can be traded in Civ 4 but only for another "per turn" tade deal. I can give you 15 gold per turn for elephants or whatever. But just not for tech or so forth because its just to easy to backout peacefully. I wouldn't doubt that if firaxis could figure out a way to teach the AI how to properly view gold per turn for tech and make it hard to back out of the deal through some series of consequences that are harsh/reasonable they would.
How would you envision that working ?
I would have commerce no longer applied to the map except for in rare circumstances like gold, silver, and gems. Maybe even have some techs change that. Like fur tiles are worth 4 commerce until you discover like Calender (cotton plantations). Take a varient of that and then make trade routes grow over time with other civs like cottages do. I would like to see cottages grant like .25 health per level to the city its near. Then you are sacrificing food(farm) for health. Maybe add in a new improvement like park that adds happiness or something. But ultimatley the money comes in through tade routes. More buildings could be added that add trade routes and increase their value. As Willem mentioned introduce the idea of corperations (although more like simple businesses) earlier into the game and have those business be able to mature into corperations over time based on if they are in cities with nearby resources they can exploit and the size of the city they are in kind of thing. Also a trade agreement could be brought in that both civs agree that for the next 50? turns they will exclusively trade with each other allowing a tade bonus due to the treaty. Maybe even make this treaty involve up to 3 total people. Civics would also play a role in this, especially sharing civic combos with your trade partners. Which might actually make you care what other civics people are running.
On the other hand, if you have lost track of which way is forward and run off down a blind alley, you're more likely to survive if you get out of there and back to somewhere you know, no ?
Yeah, but the killer could be hiding in that alley.

Jason can freakin teleport. So ultimately in this analogy you are in a horror movie and there is a good chance you are gonna die unless you are the protagonist.