I disagree with this premise. Civ4 is a game and should have an ending. Indefinitely play should not be a goal. It wasn't for Civ4 and it shouldn't be for K-Mod.
Then why does the game allow you to continue play after "victory"? Obviously, the game makers realize that people like to keep going. So, why build mods that make this untenable? That makes no sense.
What happens with your economy if you switch to State Property? Since you're on a archipelago Colonial Maintenance is probably really high. State Property makes both distance to palace cost and colonial expenses zero.
Disaster.
Turn 1105 April 1977
Current civics: Representation, Free Speech, Emancipation, Free Market, Pacifism.
Researching: Future tech 46. Last time I declared war, I had 42 war unhappiness on turn 1 in my capital, so I'm waiting a while, then I'll try again. There is still one opponent (Zara Yaqob) with 2 cities, gives me a few foreign trade routes.
The DEAD list
--------------
Brennus
Boudica
Stalin
Churchill
Cyrus
Genghis Khan
Gilgamesh
Hammurabi
Kublai Khan
Joao II
Julius Caesar
Mehmed II
Napoleon
Shaka
Suryavarman II
Hatshepsut
Due to sushi, I have a lot of specialists in a lot of cities, so they play leapfrog on generating GPs. On average I generate a great person somewhere about every 12 turns with pacifism.
Current slider settings: 10% science, 0% culture, 0% espionage. I'm plus like 700 gold this turn. Setting science slider to 0% adds another 5500 gold or so.
Science: 40,242
Culture: 172,361
Espionage: 7438
261 total cities (8 or so are new, just built in thawed out lands, and a few islands to pick up a few stray fish.
126 building wealth.
11 building missionaries/executives
1 building marines as garrison units (1/turn, 6 GGs + red cross)
8 building cathedral types to create priest slots for specialists.
The rest are still building infrastructure.
I didn't tech computers (nothing useful to be gained), so I still have University of Sankore (2 beakers for state religion buildings), Spiral minaret (2 gold state religious buildings) , and Angkor Wat (1 hammer/priest specialist).
Home city: Madrid (46)
science 358/turn
culture 3811/turn (726,305 total, I won a cultural victory, sort of by accident)
gold: 6200.4/turn
maint: -263.12/turn
1 great spy
2 great engineers
1 great prophet
5 great merchants
3 religious shrines + 3 corporate HQs + Wall Street
My capital city provides about 6% of my turn income, nothing else comes close. Several other cities have religious shrines (I founded all 7 religions), and are in the 1000 gold neighborhood. I'm still working on propagating all 7 religions to all cities to maximize my income.
Started with fishing/mysticism, built two boats early, got all 3 early religions before I built a second city. I also had gold, I could maybe have gone for christianity too, after I got Judaism I could have gone for mining and then beelined for theology, but I needed to expand and fight the russians to my west.
Current income: 105,065
taxes: 29,008
buildings 622 (I don't think this is right, my harbors give 5 commerce, X 200 is 1000 right there)
headquarters(of what?) 2698
corporations 5049
shrines 1485
specialists 3924
markets (205 x 43.48) 8913
grocer (199 x 44.7) 8895
banks (195 x 87.85) 17,131
wall street 1360
wealth building: 23,707!!!!
Expenses: 104,332
Unit cost: 34
Unit supply: 2
Civic upkeep: 4164
City Maint: 55,413
distance: 3197
# cities: 15,140
colony expenses(?) 2323
corp payments: 34,753
"Inflation" (75%): 44,709
Free market gives -25% corporate maintenance. So, 34,753 = 75% of the base (46,337). Switching will cost me 11,600, roughly, to save 3197 distance maintenance. But the difference, 8200, will be adjusted by 75% "inflation", so it is really about 14,000. I don't have another 80 cities I can dedicate to building wealth to cover this 14,000, since the "inflation" rate doesn't boost revenues. In another 50 turns or so I'll have another 40-50 done building buildings.
Additionally, under state property corporations have no effect. Every city has Sushi and Mining, and about 65% have Civ Jewels:
Sid's Sushi: +49 food, -34 gold, +147 culture
Mining: +57 hammers, -24 gold
Civ Jewels: +33 gold, +99 culture, -28 gold
Without corps, most of my cities starve. I could do that, hose my population, and it would help with the nonsense Global Warming mechanics, but that isn't good governance.
GW data:
Population: 68,880
buildings: 680
Resources: 14,020 (coal only, I got rid of oil access. When I get done building railroads I'll build a windmill on my last coal resource and this will go away)
electricity: 1760 (3 gorges dam, a few hydro plants, I deleted all coal plants (about 20 at the time) in worldbuilder, and refused to build any more, since the game doesn't let you tear down your own buildings).
Offsets: -14,295 (I use WB to add trees everywhere I could)
total impact: 71,045
sustainability: 28,270
Under current game mechanics, even if you eliminate ALL fossil fuels, and workers could plant forests, you still can't build a sustainable civ unless you starve yourself down to about 10 pop per city. Again, ridiculous.
Since you're using a corporation that's obviously quite a lot of money. The HQ will make some, but when you get 50 food in each city that obviously has to come at a cost.
Sure it comes at a cost. But it's a
corporation. Since when did McDonalds not turn a
profit? No real company can operate at a loss for very long. Stack artificial costs on top of that, and it is bank-breaking time.
Oh it's needed. If things like civic upkeep didn't scale then the difference between high and low cost civics would be irrelevant lategame. Inflation might be a bad name, but the mechanic is needed. I haven't played K-Mod with huge marathon maps. There might be a scaling issue here, but with normal speed and standard mapsize there's no problem at all playing in 1970s.
If you haven't played games such as this, then you aren't qualified to render an opinion, because you haven't seen the full effects of the mechanics I'm talking about. When testing software, it is how it performs at boundary conditions that tells you if you got it right or not.
You could certainly scale the cost of civics based on the number of cities, but, well, we already have scalable maint costs for cities, don't we? No, these mods are just designed to make certain type games seem harder, but their effects on other type games have been pretty much ignored.
Mature cities produce gold to subsidize newer cities that aren't developed, and to allow you to devote more of your commerce to science. Now, some people complain that teching in the late game goes too fast. The real problem is there aren't enough late-game techs to get. Technology is like a wedge, the more you know, the broader the list of new things to research.
How about a geology tech? It lets workers prospect hills, giving an additional small chance to discover a resource? It would be after physics and chemistry somewhere. I'm sure we could think of a bunch of useful, cool, and fun things to add, to broaden the possibilities. That would slow down advancement.
The name of the game is CIVILIZATION. Not BattleTech. The goal is to build a cool civ. While combat is part of the game, too many people make it their primary focus.
How about the genetics tech not giving an automatic health bonus? How about a world project, the Human Genome Project, giving a health bonus? There are sooo many things that could be added to the late game, that make it more than a race to the "finish" line.
While food resources might be transportable, some areas are better at producing certain types of food.
And of course, changing this mechanic would require some fundamental rework of basic mechanics.
But the in-game "farm" doesn't care what is farmed. As for rework, what are mods for?