Nunya said:
I'd rather not imagine what the extra food from the sewer system is supposed to represent.
Health. In Civ4, unhealthiness (which things like sewers and aqueducts negated) just directly subtracted from your food if you got too much of it. So subtracting unhealthiness was the same as adding food once you got to the sizes we're talking about.
By making larger cities more attractive, it becomes the only strat that works,
If you look closely at the numbers I gave, you see that it actually makes larger cities LESS attractive, not more.
Currently, a player who reaches the right tech can build Hospitals and get 50% food storage for the cost of a few gold per turn. This makes them no-brainers for any decent-sized city that still has surplus food (or that can GET surplus food through Maritimes). But before then, cities grow VERY slowly since they don't have any kind of food storage at all. So they're a textbook definition of a no-brainer strategy.
And, while it's expensive, you can rush-build a Hospital in a small city and get full effect out of it, resulting in the ability to very quickly get a late-game city to decent size. (Especially useful if you've captured an enemy capital that was knocked down to size 3 in the process but that is full of Wonders and such.)
Given that large cities have such huge benefits, being able to get to those sizes for such little cost and effort leads to the obvious strategy.
Under the system I'm working on, you'll still hit 50% at Hospitals, were you to build one, but now it'll have required three other buildings along the way to reach that threshold (Granary, Aqueduct, Sewer), and several of the buildings in question require the city to be a certain size. Obviously, that'll be more expensive, and all the other benefits I've listed will only partially offset the cost difference. Plus, think about how much extra construction time it will have taken; now, if you want your city to grow big, you'd have to take time away from production of other things.
The end result is that cities in high-food areas might build the full set, but ones without a lot of surplus food might stop after the first couple buildings. THAT is the effect I'm going for.
To keep things balanced, I've been tweaking the equation a bit as well. Instead of 15 + 6*(size-1) + (size-1)^1.8, I might use a flatter curve like 20+8x+x^1.6. Still evaluating that, but the original values should still work.