A way of reducing the unbalancing effect would be to limit the # of shields automatically given to a city per # of cities would be to decrease the # as the empire gets bigger.
Disbanding units is very inefficient. My system is eessentially 'you get what you pay for' without the extensive micromanagement. Note that the AI doesn't know how to disband units for production purposes either so my idea does not make the game easier, it makes city-specific transfers of production less tedious.
A way of discouraging players from turning this into an exploit is to make it very expensive.

Disbanding units is very inefficient. My system is eessentially 'you get what you pay for' without the extensive micromanagement. Note that the AI doesn't know how to disband units for production purposes either so my idea does not make the game easier, it makes city-specific transfers of production less tedious.
A way of discouraging players from turning this into an exploit is to make it very expensive.
Didn't get this part. It sounds like you're saying that building cities further away has no further corruption penalty.So there is no penalty whatsoever to adding cities to the fringes/outer rim of your empire (in fact, you do become stronger).
