What made people space cities apart and not spam them in Civ 4 was simply that worked tiles were so darn valuable. You wanted cities to be working a ton of them. You wanted to grow your cities larger so that they could work more tiles.
Which actually is a realistic and plausible way to do.
I know, many now will roll their eyes and say: "Ah, go away with realism if it's going to spoil my fun!".
Nevertheless, realism and plausibility are key elements of a civilization game.
First, because a Civ game is about re-creating history. Second, because it helps to understand certain elements of the game. We know that a swordsman is a military units being stronger than a warrior, since we know this from history and we identify his task at one glance due to the term "swordsman".
The game would play exactly the same if the unit's name would be "bludsnedgu" and it would be represented by a pink blob. We just were unable to identify it.
That being said, this patch is a step in the right direction because working tiles and the kinds of tiles within the city radius will matter more.
/defender mode on
Ah, you are just wanting to have Civ4.5
/defender mode off
Maintenance hampered you in Civ 4 because it would drag your tech rate down. Building.
Exactly. Immediate costs of opportunity. The effect becoming viable immediately.
In V, the effect (on happiness) becomes effective much later, if at all.
Furthermore, one of the glaring problems of V is the magical "beaming".
You plop a city somewhere on the planet, improve the luxury tile next to it and - bammm - you are more happy and are getting more gold. Except for the founding of the city you don't have costs of opportunity.
Especially you don't have to care for infrastructure, one of the main factores for the success of "empires" throughout history.
Add the magical beaming of maritime food and it becomes completely ridiculous.
In other words, a key element of empire development (the connections between cities and productive areas) was given up because "it didn't look nice! Booohoooh!"
Just think of the soviet union after ww2: allies in war, conquer a few cities (eastern europe), result decades of cold war and nearly ww3.
Wrong analogy.
The conflict between the western world and soviet Russia was much less due to the fact that they conquered territory. It was due to the fact that the respective "social policies" weren't compatible.
Another thing which was completely left out in V. Whatever you do within your country in terms of social structure ("Social Policies") doesn't have any influence on your international relationships.
as stated, Nazi Germany was fairly a happy place til it got bombed out.
You can't say that the WWII Soviets were 'very unhappy' given that they managed to fight for their country, rather than against it.
Despotism != automatically unhappy. that's a big problem in your argument. Some people are just fine with that.
unhappy = they get mad. You can't take a bunch of people who are unhappy and form an economic system that keeps them unhappy. It doesn't work.
First: Nazi Germany was quite far away from being "happy". Most probably the Soviet Union was even less "happy". At best, you may say that both were forced to be tolerant, meaning the level of unhappiness was balanced against the level of oppression.
This just is another weakness of a "happiness system": Happiness is something which cannot be quantified in real life. Especially you cannot "engineer" the happiness level to the desired level.
Yes, you can tweak such a gamey system back and forth, until you reach a desired effect under certain conditions. But it remains a gamey feature without any relationship to real-life experiences. It is as artificial as ever possible.
The point is that in V the developers were unable (and it doesn't really matter if it was due to unwillingness or incapability) to create plausible features to balance your "empire".
Where Civ4 (the game which must not be named) was an "empire-building" game allowing for immersion, V is just .... a game. In these regards it is on the same level as Monopoly. At best.