Like you yourself stated, it is a penalty when you aim at cultural victory.
Can't disagree with that! However, the other 99% of the time, when you aren't going for the culture victory...
Now, for a change and a challenge I do sometime impose myself to win with other victory conditions
So, we should then ignore the rest of what you have to say, as it only pertains to a scenario in which you purposefully make the game harder? That's like saying that Archer line units are the best, if you don't let yourself use melee or recon.
... which would be quite a bit longer than it already is with a -20% culture from the early game.
Actually, early game culture gains are almost negligible towards the cultural victory, since they don't turn into larger gains later on.
The bottom line is that a penalty that does hinder one of the victory conditions is not irrilevant.
However it is fairly irrelevant to those that it doesn't hinder, right?
Ok: I also happen to like the civic Military State, and its cultural penalty, summed up with the one from City States, does become a bit more than a nuisance, unless of course you head for the easy rampaging conquest way. In this case though, a lot of other aspects on this game don't really matter, including some that are being discussed as overpowered in this thread.
This is pretty hand waving. First you seem to say that City States' culture penalty is bigger, because it adds with Military State... bringing in a completely new variable in, and combining it. Then you say if Someone is playing Military State, then the culture penalty is bigger, unless you are going for a conquest victory. In Military State, I find it hard to believe you'd adopt the civic for ANY other victory type.
I answer LOL when an assertion doesn't look justified at all. First off, the argument is that having cottages and city states in the same tech is not too much IF these 2 features are not the best features all together.
How exactly does that relate to the argument of Commerce greater than Gold? Seems you are snowballing the issues together here. There is insidious subtext to your LOL that the reasonable world may soon start to dread...
My argument is exactly that City States is more useful later in the game than early.
It definately gets more useful as the game progresses. However it's pretty decent right when you get it at Education. At that point it is a much more difficult argument over which is IMMEDIATELY more useful, God King or City States, but CS definately pulls ahead in the next time or so you build or capture a city. Like I said, the real turning point seems to be around 6 cities controlled, less if they aren't close together.
This being said, saying that 3 commerce is better than 3 raw gold is simply ridiculous, because one of the main goals of this game is to keep the % slider as high as possible toward science.
This, as has been pointed out, is completely false. In fact, I made the assertion in my previous rebuttal that this may be your biggest mistake. The % of science is irrelevant, only the actual amount of beakers you get out of it. Very often expansion will cause your slider to go down, but your beakers to go up. Those who use scholarship can attest that often you have to slide down with it, but still end up making a good deal more beakers from it.
Since you have to pay maintenance costs, you need gold per turn though, but a 100% slider to science, which as I said is one of the main goals of this game, will net you a grand total of zero gold. And the same is true for % gold buildings like money changer. Hence, having the most raw gold as possible is a must to keep your science rate high.
Just making sure that I point that that this is also false, because it is based on your previous assumption that slider % is greater than actual beaker production.
Also, this game has a lot of variables, really many, and simple yet absolute statements like 3 commerce are better than 3 gold, as well as vice versa, aren't really any serious. There are always a lot of ifs. This game is not sheer mathematics as many like to simplify, if it was, the AI wouldn't be easily beaten.
The real difference here, is that you seem to blush at trying to figure out how all these variables well and truly work together, whereas others are here doing significant work and thought to make sense of it.
Consider:
3 Commerce can turn into 3 Gold.
3 Gold cannot turn into 3 Commerce.
This is fundamental. ANY situation in which you produce commerce, you have the option of turning it into an equal amount of gold. At least, you do so over the average of all such situations.