I'm thinking that overall district price scaling based on tech should be eliminated with no replacement at all.
As turns go by, there's already a (hidden cost) in that there's less turns in the game to benefit from whatever is built.
In addition, there's already the pop limit per district so that if you want a city to have all the districts it needs to grow anyway.
Lastly, there's now only 2 build no matter what in every city unless it's already nearing end game districts: (Commercial & Harbor and Unique District replacements to them).
Those are mostly only over built due to each and every one increasing the number of trade units; which suggests the possible cure to "overbuilding of these types of districts" would be similar to that of builders & religious type units : Have each trader unit you already have increase the cost of the next one.
Religious unit combat effects: I'm thinking range 10 is way too high; I'd cut it down to a 6 hex range (same as factories)
Passive religious options (one's increasing passive spread rate / passive spread range) : I'm thinking it would both be more effective and more fun if instead they effected religious combat (have one increase religious combat victory bonus and another have 8 hex religious range [instead of 6 that those without this belief would have])
CB: While having denounced a player a few turns in advance makes sense for Formal War, it's too slow a process for CBs. So if you have a CB, I'd allow instantly declaring with that CB without denouncing first.
War Mongler: Remains too high, I'd change to
Classical: Surprise: Minor / Formal: None
Midevil: Surprise: Moderate / Formal : Minor / CB : None
Rean and beyond :Surprise: High / Formal : Moderate / CB : Minor (except for whichever CBs have no WM cost currently)
As turns go by, there's already a (hidden cost) in that there's less turns in the game to benefit from whatever is built.
In addition, there's already the pop limit per district so that if you want a city to have all the districts it needs to grow anyway.
Lastly, there's now only 2 build no matter what in every city unless it's already nearing end game districts: (Commercial & Harbor and Unique District replacements to them).
Those are mostly only over built due to each and every one increasing the number of trade units; which suggests the possible cure to "overbuilding of these types of districts" would be similar to that of builders & religious type units : Have each trader unit you already have increase the cost of the next one.
Religious unit combat effects: I'm thinking range 10 is way too high; I'd cut it down to a 6 hex range (same as factories)
Passive religious options (one's increasing passive spread rate / passive spread range) : I'm thinking it would both be more effective and more fun if instead they effected religious combat (have one increase religious combat victory bonus and another have 8 hex religious range [instead of 6 that those without this belief would have])
CB: While having denounced a player a few turns in advance makes sense for Formal War, it's too slow a process for CBs. So if you have a CB, I'd allow instantly declaring with that CB without denouncing first.
War Mongler: Remains too high, I'd change to
Classical: Surprise: Minor / Formal: None
Midevil: Surprise: Moderate / Formal : Minor / CB : None
Rean and beyond :Surprise: High / Formal : Moderate / CB : Minor (except for whichever CBs have no WM cost currently)