I also couldn’t just buy buildings that I wanted/ needed in this situation
This part actually worries me a bit. I think the hurry costs are too high, now that I've reduced everyone's cash margins. In the vanilla game you'll be making enough money that purchasing buildings is at least possible, but in this mod, you'll only get that kind of money in a Golden Age.
I'm thinking of reducing some of the HurryCostModifiers; most are +25%, so I was thinking of reducing some of the lower-end buildings down to +0. I'd moved the Colosseum from +25% to +50%, so this'd allow me to move it back down to 25.
However from from an enjoyment perspective why I have to say that waiting around for my Happiness index to become bearable was relatively tedious.
Well, there are two factors here to consider.
1> If you'd built up more of a Happiness buffer before starting that war, you wouldn't have to wait like that. In the vanilla game, having +10 or so is more than enough to go all the way; in this mod, you'd need about +30 to get the same effect, and most people won't wait that long. (The AI will, though.) Once you get to Theaters and Stadia this shouldn't be a problem, so late-game wars WILL be all-or-nothing, but I'm trying to reduce the all-out earlier wars, because I want weaker civs to survive into the late game.
2> What I'm trying to encourage isn't actually this slow, steady, conquer-then-consolidate advance. What I'm shooting for is you grab two or three cities, then consider accepting a favorable peace treaty instead of "mopping up" all of his small cities. Mopping up in general is not fun to me, having to conquer all those little size 1 colonies just because they're in the way. Like I said, I'm trying to make the strategy the AI already uses a bit more favorable; the AI will often leave minor colony cities alone, or stop once their army fails against the enemy capital.
In the vanilla game, there's little point to puppeting a city after it comes out of resistance; you annex, and then move on as you build a Courthouse. With this method, you puppet until you can BUY a Courthouse. (450 gold!) This means that if you want a real offensive war, you have to have a decent cash surplus as well as a happiness surplus.
It also means that if you conquer a small city that has no good buildings in it, it really is in your best interests to just raze the thing, at least until you have the Communism policy (+5 production per city).
I also think that this approach of overwhelming unhappiness goes against the mantra of “A game should be an interesting series of choices” as it pretty much forces a player’s hand in this regard.
I would disagree on it forcing you into a single playstyle; it just changes the optima so that it's no longer a no-brainer to build up a massive army and conquer the world. This sort of thing still needs some work; unit maintenance right now is tiny compared to building maintenance, even if you have a huge army.
Take my current game (nearly finished). Eight civs, on three continents. First continent was just me and a few city-states. Second, France and Iroquois. Third, everyone else. All were reachable without Astronomy, thanks to a few small islands in the ocean.
After filling my continent, I noticed a spot on the corner of France's area, a 4-hex peninsula blocked off from the rest of the continent by mountains, that had Incense (which I didn't have). So I settled there. France wasn't happy about this and started a massive assault on that colony, but because of the terrain and a bit of luck, I was able to destroy them all. As part of the eventual peace treaty, France gave me a couple dinky colony cities. After building them up, I took France's remaining cities (4 of them) in one shot. I spent a couple turns consolidating, then hit the Iroquois and took all of HIS cities (except for a small island city) in a few turns.
Then I found out that the five civs on the big continent were slightly more advanced than I was (a consequence of the Tech Diffusion mod, I suppose), and Greece was close to having all of the city-states in its pocket for a diplo win. So I prepared a massive amphibious invasion, which almost failed because Greece was GOOD. Alexander had only settled 6 cities, but had built infrastructure like you wouldn't believe. And his army, while small, was Jet Fighters and Modern Armor. So after taking his entire empire (razing a couple outliers instead of conquering), I recuperated. So far so good, right?
Nope. The Songhai were on a roll. They didn't have many tanks (but had a LOT of Infantry and Stealth Bombers), but they didn't NEED them; they had nearly all the Uranium in the world, and their words were backed with NUCLEAR WEAPONS. I watched them wipe out both the Persians and Aztecs by nuking the major cities and then mopping up with infantry... there was no pause there, because the Songhai were at +41 happiness before that war (nicely-timed infographic). Part of this was because the Songhai had conquered three local city-states in earlier eras, and so were doing just fine for luxuries. They even declared war on Greece at the last second of THAT war to grab their final city.
And I was clearly next, given how they were threatening me; I watched them rebase two Atomic Bombs to hit my Greek colonies. (The only remaining civ, Rome, was on the far side of Greece from the rest, with three city-states in between.) So I hit first; thanks to my new stadia in my core cities, Happiness wasn't an issue, and I managed to conquer the city with the nukes before he could use them on anything other than his own cities.
So in that one game, I saw a variety of different military strategies, especially in the later game.
And if you space out the associated buildings in the tech tree such that it allows a human the ability to conquer one AI without incurring crippling unhappiness, yet not be able to steamroll everyone without having to first plan for it, why think this sounds like a better approach.
That's basically what I've already done. But here's the math:
VANILLA GAME: 2 + 1/pop
MY MOD: 4 + 1.2/pop
The extra 0.2/pop is basically accounted for by the +1 from the Aqueduct, Sewer System, Recycling Center, and Habitation Domes; as long as your cities only gain 5 population between each of these, you're fine.
The extra 2 in the base value is only balanced right now by the +1 from the Temple, although I've reduced the Theater and Stadium as well. This is why I considered lowering it to 3. (If you're playing Egypt then your temple gives +2, if you're Persia then your Banks add another 2.)
But I think I'd rather go with what I proposed earlier, and change a few buildings, using some combination of the following:
Mint: was +3 gold per Gold,Silver; now would be +1 happiness, +2 gold per Gold/Silver.
Monastery: was +3 culture and +2 culture per Wine, Incense; now would be +1 happiness, +1 culture, +2 culture per Wine, Incense.
Garden: gains +1 happiness in addition to its +25% great people
Observatory: was +20% research, +3 culture; now would be +1 happiness, +20% research, +1 culture
Windmill: was +2 production, +15% prod for buildings; now would be +1 happiness, +20% prod for buildings
Very few cities wouldn't have at least one of the above, but it'd be very uncommon to see any city have more than 2 of them, even if I changed all five, so it'd basically add another +1 to +2, which'd nicely balance out the extra base unhappiness. The only question is whether these would be Unmodded Happiness (which avoids the population cap) or not; I'm leaning against unmodded for the Mint/Monastery (since they require local resources) and regular for the other three.